Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
37
Found in
5.5.0f3
Issue ID
891250
Regression
Yes
Transform.position() values becomes to NaN when one GameObject rotates while colliding the edge of another GameObject
To reproduce:
1. Open repro project
2. Play scene
3. Using arrow keys (or w,a,s,d) move cube to the corner of ground
Expected: when cube('player' game object) collides with 'ground' corner, player's position values should not be set to NaN
Regression started in 5.5
Reproduced on: 5.5.0a6, 5.5.2p1, 5.6.0b11, f1, 2017.1.0a3
Not reproduced on: 5.4.4p3
Comments (26)
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
- Test Runner’s vertical scrollbar overlaps with the up and down arrows and upper toolbar tabs when the window is minimized
- The Input Field view is not updated when deleting lines of text
- The scrollbar does not respect empty lines in the Input Field
- “Texture Atlas Viewer“ button text overlaps another button when the UI Toolkit Debugger is narrowed
- Thresholds are no longer automatically calculated after deleting Motion fields in Blendtrees
lmartellmc
Oct 04, 2018 19:32
We just ran into this in 2017.4.3f1
Isolated it down to a Physics.OverlapSphere() call which generates the error message(s). Works 99.9% of the time, but when that .01% happens the game completely crashes on Android.
I realize this is likely something wrong on the PhysX side of things, but still really need at least a workaround. Tried PCM and Legacy in the Physics Manager. Both generated the same error:
10-04 13:04:54.331 20229 20251 I Unity : Trying Overlap Sphere
10-04 13:04:54.331 20229 20251 I Unity : (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
10-04 13:04:54.331 20229 20251 E Unity : Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "SceneCameraColliders/HeadCollider"
10-04 13:04:54.331 20229 20251 E Unity : (Filename: Line: 210)
10
LaireonGames
Sep 24, 2018 21:29
Still happens in 2017.4.8, pretty much 1.5 years later...
Noticed in the editor and not checked builds
SandboxVRDevTeam
Jul 24, 2018 02:43
FYI, I can confirm that this error still occurs in 2018.2.0b8
Achondrite
Mar 29, 2018 21:02
I just noticed this issue in 2017.3.1, only in the builds (not in the editor).
maxtyt
Mar 11, 2018 08:27
Solution was easy. Simply disable PCM in PhysicsManager!
dariotito18
Mar 06, 2018 02:29
I HAVE THE SAME ISSUE, DO SOMEONE FIND THE SOLUTION?, I HAVE THE NEW VERSION OF UNITY ON 2018
maxtyt
Dec 24, 2017 17:28
Yes! Finally I found a solution. if(float.IsNaN(transform.position.x)) Destroy(rigidbody); and then just recreate it in next FixedUpdate.
maxtyt
Oct 22, 2017 14:03
Error appears only when I respawn my car and it gets inside another car. I don't see any solution. It was good in Unity 5.3.6 but I cannot revert back to it from Unity 5.6.4.
maxtyt
Oct 20, 2017 11:54
I get same error sometimes when trying to rotate car in 5.6.0f3.
I receive Vector3 via network, then check if it is NaN:
if(float.IsInfinity(rot.x) || float.IsInfinity(rot.y) || float.IsInfinity(rot.z))
{
return;
}
Quaternion newrot = Quaternion.Euler(rot);
transform.localRotation = newrot;
jo82
Oct 17, 2017 17:24
Crashes, freeze my game very often. Without this everything would be perfect.