Search Issue Tracker
Fixed in 10.x
Votes
0
Found in [Package]
9.0.0-preview.33, 9.0.0-preview.13
Issue ID
1261129
Regression
No
Screen position out of view frustum errors thrown on changing edit mode
When changing the edit mode with EditMode.ChangeEditMode, the editor tries to focus the view on the selected object. Instead of using the 'bounds' argument send to the function to determine if the object is out of the view frustum, it tries to compute the bounds on its own, which is incorrect
-Errors are thrown Continuously, Even after deleting the preset asset and Planer Reflection object also.
-There is no workaround, after reopening the project and creating a Planer Reflection Probe object, again it starts throwing the errors.
-Reflection Planer Preview window shows the dark reflection in the scene view.
Steps to repro:
1. Create a new HDRP project.
2. GameObject > Light > Planer Reflection Probe.
3. Create its preset > Select preset > Influence Volume.
4. Blend Distance > Click on modifying influence volume button.
Actual Result:
Screen position out of view frustum errors thrown in the console.
Editor camera is moved to (0,0,0) and cannot be moved
Expected Result:
No error in the console.
Editor camera focus on the selection
Reproducible in:
2020.2.0a17, 2020.1.0b15, 2020.1.0a23 with Package version 9.0.0-preview.33, 9.0.0-preview.13.
Working Fine in:
2020.2.0a17, 2020.1.0b15 with Package version 8.1.0.
Environment:
Occurring on Windows 10 & Mac 10.15.
Stacktrace:
Screen position out of view frustum (screen pos 0.000000, 0.000000, 1000.000000) (Camera rect 0 0 512 512)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Screen position out of view frustum (screen pos 512.000000, 0.000000, 1000.000000) (Camera rect 0 0 512 512)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Keywords on Material Variants aren't automatically saved when changed on original Material through Shader Graph
- Light Probes get baked when calling LightProbes.Tetrahedralize
- Shadows flicker and cause visual artifacts when modifying a GameObject's bounds using Swizzle (Y Mask) and Sine Time nodes
- [WebGL] Frame rate drops by 5-20 fps when moving cursor or touch input in the Player
- Light bleeds when using box shaped spotlight with specific Emission Range values
Resolution Note (fix version 10.x):
Fixed in : Package version 10.0.0-preview.27.