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Duplicate

Duplicate in 6000.6.X

Votes

0

Found in

6000.0.69f1

6000.3.11f1

6000.4.0b9

6000.5.0a8

6000.6.0a1

Issue ID

UUM-139810

Regression

Yes

VFX Graph does handle NaN values when they are present in the VFX Graph

Visual Effects

-

How to reproduce:
1. Open the attached “IN-138938_nan” project
2. Open the “SampleScene” Scene
3. Open the “NaN_vfx.vfx” asset
4. In the VFX Graph window, connect the Normalize (Vector3) Node to the Multiply (Vector3) Node
5. Connect the Random (Vector3) Node to Multiply (Vector3) Node and then disconnect it
6. Try to save the VFX Graph
7. Observe the results

Actual result: The resulting NaN values are not handled and the VFX Graph is not saved
Expected result: The NaN values are handled and the VFX Graph is saved

Reproducible with: 6000.0.59f2, 6000.0.72f1, 6000.3.12f1, 6000.4.1f1, 6000.5.0b2, 6000.6.0a2
Not reproducible with: 6000.0.58f2

Reproducible on: Windows 11
Not reproducible on: No other environments tested

Note: You can also reproduce the issue by manually inputting a NaN value into a Node and trying to save the VFX Graph

  1. Resolution Note:

    Thank you for reporting a bug to Unity.

    We have reviewed the issue and found it is a duplicate of an existing bug already logged in our system. To keep things organized and ensure the issue is properly prioritized, we have linked your report to the original case.

    We will now close this report as a duplicate, but the original bug remains open and under review. Your input has been noted and helps us better understand the impact of the issue. If anything changes regarding its severity or impact, please let us know.

    Thank you for helping us improve Unity!

  2. Resolution Note (6000.6.X):

    Thank you for reporting a bug to Unity.

    We have reviewed the issue and found it is a duplicate of an existing bug already logged in our system. To keep things organized and ensure the issue is properly prioritized, we have linked your report to the original case.

    We will now close this report as a duplicate, but the original bug remains open and under review. Your input has been noted and helps us better understand the impact of the issue. If anything changes regarding its severity or impact, please let us know.

    Thank you for helping us improve Unity!

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