AABB Error, attached Log fragments.


Quaternion To Matrix conversion failed because input Quaternion is invalid {1.#QNAN0, 1.#QNAN0, 1.#QNAN0, 1.#QNAN0} l=1.#QNAN0

(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188)

Quaternion To Matrix conversion failed because input Quaternion is invalid {1.#QNAN0, 1.#QNAN0, 1.#QNAN0, 1.#QNAN0} l=1.#QNAN0

(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 148)

Invalid AABB result

(Filename: C:/buildslave/unity/build/Runtime/Geometry/AABB.cpp Line: 181)

Quaternion To Matrix conversion failed because input Quaternion is invalid {1.#QNAN0, 1.#QNAN0, 1.#QNAN0, 1.#QNAN0} l=1.#QNAN0

(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188)

Quaternion To Matrix conversion failed because input Quaternion is invalid {1.#QNAN0, 1.#QNAN0, 1.#QNAN0, 1.#QNAN0} l=1.#QNAN0

(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 148)


Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, 1.#QNAN0} l=-1.#IND00

(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188)

Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, 1.#QNAN0, 1.#QNAN0, 1.#QNAN0} l=1.#QNAN0

(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188)

Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, -1.#IND00} l=-1.#IND00

(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188)

Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, -1.#IND00} l=-1.#IND00

(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188)

Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, -1.#IND00} l=-1.#IND00

(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188)

Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, -1.#IND00} l=-1.#IND00

(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188)

Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, -1.#IND00} l=-1.#IND00

(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188)


Invalid AABB aabb
UnityEditorInternal.InternalEditorUtility:CalculateSelectionBounds(Boolean, Boolean)
UnityEditor.Tools:GetHandlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:169)
UnityEditor.Tools:get_handlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:150)
UnityEditor.ManipulationTool:OnToolGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:17)
UnityEditor.MoveTool:OnGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:82)
UnityEditor.SceneView:DefaultHandles() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1678)
UnityEditor.SceneView:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1206)
System.Reflection.MonoMethod:InternalInvoke(Object, Object, Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object, CultureInfo) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:185)
UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:178)
UnityEditor.DockArea:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:334)

[C:\buildslave\unity\build\Runtime/Geometry/AABB.h line 171]
(Filename: /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs Line: 222)

Invalid AABB result
UnityEditorInternal.InternalEditorUtility:CalculateSelectionBounds(Boolean, Boolean)
UnityEditor.Tools:GetHandlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:169)
UnityEditor.Tools:get_handlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:150)
UnityEditor.ManipulationTool:OnToolGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:17)
UnityEditor.MoveTool:OnGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:82)
UnityEditor.SceneView:DefaultHandles() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1678)
UnityEditor.SceneView:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1206)
System.Reflection.MonoMethod:InternalInvoke(Object, Object, Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object, CultureInfo) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:185)
UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:178)
UnityEditor.DockArea:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:334)

[C:/buildslave/unity/build/Runtime/Geometry/AABB.cpp line 192]
(Filename: /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs Line: 222)

Invalid AABB aabb
UnityEditorInternal.InternalEditorUtility:CalculateSelectionBounds(Boolean, Boolean)
UnityEditor.Tools:GetHandlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:169)
UnityEditor.Tools:get_handlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:150)
UnityEditor.ManipulationTool:OnToolGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:17)
UnityEditor.MoveTool:OnGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:82)
UnityEditor.SceneView:DefaultHandles() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1678)
UnityEditor.SceneView:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1206)
System.Reflection.MonoMethod:InternalInvoke(Object, Object, Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object, CultureInfo) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:185)
UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:178)
UnityEditor.DockArea:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:334)

[C:\buildslave\unity\build\Runtime/Geometry/AABB.h line 171]
(Filename: /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs Line: 222)

Invalid AABB aabb
UnityEditorInternal.InternalEditorUtility:CalculateSelectionBounds(Boolean, Boolean)
UnityEditor.Tools:GetHandlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:169)
UnityEditor.Tools:get_handlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:150)
UnityEditor.ManipulationTool:OnToolGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:17)
UnityEditor.MoveTool:OnGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:82)
UnityEditor.SceneView:DefaultHandles() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1678)
UnityEditor.SceneView:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1206)
System.Reflection.MonoMethod:InternalInvoke(Object, Object, Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object, CultureInfo) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:185)
UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:178)
UnityEditor.DockArea:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:334)

[C:\buildslave\unity\build\Runtime/Geometry/AABB.h line 171]
(Filename: /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs Line: 222)


using UnityEngine;
using System.Collections;

public class ThirdPCameraController : MonoBehaviour
{
	public GameObject Player;
	public float Shiftspeed = 0;
	Transform Defaultcampos;
	Transform Backwardcampos;
	Transform Leftturncampos;
	Transform Rightturncampos;
	Transform Jumpcampos;
	Transform Orbitcampos;
	Transform Uncontrollablecampos;
	bool Quickshift = false;
	// Use this for initialization
	void Start()
	{
		Defaultcampos = GameObject.Find("Defaultcampos").transform;
		if (GameObject.Find("Backwardcampos"))
		{
			Backwardcampos = GameObject.Find("Backwardcampos").transform;
		}
		if (GameObject.Find("Leftturncampos"))
		{
			Leftturncampos = GameObject.Find("Leftturncampos").transform;
		}
		if (GameObject.Find("Rightturncampos"))
		{
			Rightturncampos = GameObject.Find("Rightturncampos").transform;
		}
		if (GameObject.Find("Jumpcampos"))
		{
			Jumpcampos = GameObject.Find("Jumpcampos").transform;
		}
		if (GameObject.Find("Orbitcampos"))
		{
			Orbitcampos = GameObject.Find("Orbitcampos").transform;
		}
		if (GameObject.Find("Uncontrollablecampos"))
		{
			Uncontrollablecampos = GameObject.Find("Uncontrollablecampos").transform;
		}
		transform.position = Defaultcampos.position;
		transform.forward = Defaultcampos.forward;
	}
	void FixedUpdate()
	{
		if (Input.GetAxis("Vertical") > 0 && Player.GetComponent<UnitychanController>().Anim.GetBool("Jumpcam") && Player.GetComponent<UnitychanController>().Controllable)
		{
			SettoJump();
		}
		else if (Input.GetAxis("Vertical") < 0 && !Player.GetComponent<UnitychanController>().Anim.GetBool("Sprint") && Player.GetComponent<UnitychanController>().Controllable)
		{
			SettoBackward();
		}
		else if (Input.GetAxis("Horizontal") < 0 && !Player.GetComponent<UnitychanController>().Anim.GetBool("Sprint") && Player.GetComponent<UnitychanController>().Controllable)
		{
			SettoLeftturn();
		}
		else if (Input.GetAxis("Horizontal") > 0 && !Player.GetComponent<UnitychanController>().Anim.GetBool("Sprint") && Player.GetComponent<UnitychanController>().Controllable)
		{
			SettoRightturn();
		}
		else if (Player.GetComponent<UnitychanController>().Idling && Player.GetComponent<UnitychanController>().Controllable)
		{
			SettoOrbit();
		}
		else if (!Player.GetComponent<UnitychanController>().Controllable)
		{
			SettoUncontrollable();
		}
		else
		{
			SettoDefault();
		}
	}
	void SettoDefault()
	{
		if (Quickshift == false)
		{
			transform.position = Vector3.Lerp(transform.position, Defaultcampos.position, Time.fixedDeltaTime * Shiftspeed);
			transform.forward = Vector3.Lerp(transform.forward, Defaultcampos.forward, Time.fixedDeltaTime * Shiftspeed);
		}
		else
		{
			transform.position = Defaultcampos.position;
			transform.forward = Defaultcampos.forward;
			Quickshift = false;
		}
	}
	void SettoBackward()
	{
		Quickshift = true;
		transform.position = Backwardcampos.position;
		transform.forward = Backwardcampos.forward;
	}
	void SettoLeftturn()
	{
		Quickshift = false;
		transform.position = Vector3.Lerp(transform.position, Leftturncampos.position, Time.fixedDeltaTime * Shiftspeed);
		transform.forward = Vector3.Lerp(transform.forward, Leftturncampos.forward, Time.fixedDeltaTime * Shiftspeed);
	}
	void SettoRightturn()
	{
		Quickshift = false;
		transform.position = Vector3.Lerp(transform.position, Rightturncampos.position, Time.fixedDeltaTime * Shiftspeed);
		transform.forward = Vector3.Lerp(transform.forward, Rightturncampos.forward, Time.fixedDeltaTime * Shiftspeed);
	}
	void SettoJump()
	{
		Quickshift = false;
		transform.position = Vector3.Lerp(transform.position, Jumpcampos.position, Time.fixedDeltaTime * Shiftspeed);
		transform.forward = Vector3.Lerp(transform.forward, Jumpcampos.forward, Time.fixedDeltaTime * Shiftspeed);
	}
	void SettoOrbit()
	{
		Quickshift = false;
		transform.position = Vector3.Lerp(transform.position, Orbitcampos.position, Time.fixedDeltaTime * Shiftspeed);
		transform.forward = Vector3.Lerp(transform.forward, Orbitcampos.forward, Time.fixedDeltaTime * Shiftspeed);
	}
	void SettoUncontrollable()
	{
		Quickshift = true;
		transform.position = Uncontrollablecampos.position;
		transform.forward = Uncontrollablecampos.forward;
	}
}

using UnityEngine;
using System.Collections;

public class UnitychanController : MonoBehaviour
{
	public Animator Anim = null;
	public AnimatorStateInfo currentBaseState;
	public float Speed = 0;
	public float DirectionX = 0;
	public float DirectionY = 0;
	public float Maxstamina = 0;
	public float Stamina = 0;
	public float Jumppower = 0;
	public float Fallvel = 0;
	public float Idlechangerate = 0;
	public float framecount = 0;
	public float falltimer = 0;
	public float angle = 0;
	public float boostbylongrun = 1;
	public bool Idling = false;
	public bool Controllable = false;
	public bool Startflag = false;
	public bool Goalflag = false;
	public bool Gameover = false;
	public bool Sprint = false;
	public bool Sprintlimit = false;
	public AudioClip[] SFXList = null;
	static int idleState = Animator.StringToHash("Base Layer.Idle00");
	static int idle1State = Animator.StringToHash("Base Layer.Idle01");
	static int idle2State = Animator.StringToHash("Base Layer.Idle02");
	static int idle3State = Animator.StringToHash("Base Layer.Idle03");
	static int idle4State = Animator.StringToHash("Base Layer.Idle04");
	static int locoState = Animator.StringToHash("Base Layer.Locomotion");
	static int sprintState = Animator.StringToHash("Base Layer.Sprint");
	static int jumpstartState = Animator.StringToHash("Base Layer.Jumpstart");
	static int jumpState = Animator.StringToHash("Base Layer.Jump");
	static int fallState = Animator.StringToHash("Base Layer.Fall");
	static int landState = Animator.StringToHash("Base Layer.Landingmotion");
	AudioSource SFX = null;

	// Use this for initialization
	void Start()
	{
		SFX = GetComponent<AudioSource>();
		StartCoroutine(IdleChanger(Idlechangerate));
		Anim.SetFloat("Jumppower", Jumppower);
		Stamina = Maxstamina;
	}

	void FixedUpdate()
	{
		Anim.SetFloat("DirectionX", DirectionX);
		Anim.SetFloat("DirectionY", DirectionY);
		Anim.SetFloat("Speed", boostbylongrun / 2f);

		Fallvel = GetComponent<Rigidbody>().velocity.y;
		if (currentBaseState.fullPathHash == idleState || currentBaseState.fullPathHash == locoState || currentBaseState.fullPathHash == sprintState)
		{
			Anim.SetFloat("Fallvel", 0);
		}
		if (Controllable && currentBaseState.fullPathHash != sprintState && Stamina < Maxstamina)
		{
			Stamina += (Maxstamina / 10) * Time.fixedDeltaTime;
		}
		if (Sprintlimit && Stamina > 36)
		{
			Sprintlimit = false;
		}
		if (Stamina > 0 && Sprint && currentBaseState.fullPathHash == sprintState)
		{
			Stamina -= 25 * Time.fixedDeltaTime;
		}
		else if (Stamina <= 0)
		{
			Stamina = 0;
			Sprintlimit = true;
		}
	}

	// Update is called once per frame
	void Update()
	{
		currentBaseState = Anim.GetCurrentAnimatorStateInfo(0);
		if (!Anim.GetBool("Land"))
		{
			Anim.SetFloat("Fallvel", Fallvel);
			if (Anim.GetFloat("Fallvel") < 0)
			{
				Anim.SetBool("Jumpcam", false);
			}
		}
		if (!(currentBaseState.fullPathHash == idleState || currentBaseState.fullPathHash == idle1State || currentBaseState.fullPathHash == idle2State || currentBaseState.fullPathHash == idle3State || currentBaseState.fullPathHash == idle4State))
		{
			Idling = false;
		}
		if (Gameover)
		{
			Controllable = false;
		}
	}

	void OnCollisionEnter(Collision coll)
	{
		if (coll.collider.tag == "Platform" || coll.collider.tag == "Gameover")
		{
			Anim.SetBool("Land", true);
			Anim.SetBool("Jumpcam", false);
			framecount = 0;
			falltimer = 0;
			if (currentBaseState.fullPathHash == landState)
			{
				Anim.SetFloat("Jumppower", Jumppower);
				Anim.SetBool("Jumpcam", false);
			}
			if (coll.collider.tag == "Gameover")
			{
				Gameover = true;
				Anim.Play("LOSE00");
			}
		}
		if (coll.collider.tag == "Goalline" && Startflag && !Goalflag && !Idling)
		{
			Goalflag = true;
			Controllable = false;
			Anim.Play("REFRESH00");
		}
	}

	public void Stepsounds()
	{
		SFX.PlayOneShot(SFXList[0], 1);
	}

	public void Landsounds()
	{
		if (Fallvel<-5)
		{
			SFX.PlayOneShot(SFXList[1], 1);
		}
		else
		{
			SFX.PlayOneShot(SFXList[0], 1);
		}
	}
	
	public void Jumpsounds()
	{
		SFX.PlayOneShot(SFXList[3], 1);
	}

	public void Sprintsounds()
	{
		SFX.PlayOneShot(SFXList[4], 1);
	}

	public IEnumerator IdleChanger(float rate)
	{
		float timer = 0;
		while (!Gameover && !Goalflag)
		{
			if (currentBaseState.fullPathHash == idleState && !Anim.GetBool("Move") && !Anim.GetBool("Turn"))
			{
				timer += Time.deltaTime;
				if (timer > rate)
				{
					Idling = true;
					Anim.Play("Idle0" + Random.Range(1, 4 + 1));
					timer = 0;
				}
			}
			yield return new WaitForEndOfFrame();
		}
		yield return null;
	}

	public IEnumerator Jumpsystem()
	{
		while (Controllable && Startflag)
		{
			if (Input.GetKey(KeyCode.Space) && Anim.GetBool("Land") == true && (currentBaseState.fullPathHash != jumpstartState || currentBaseState.fullPathHash != jumpState || currentBaseState.fullPathHash != fallState || currentBaseState.fullPathHash != landState) && framecount == 0)
			{
				Anim.SetTrigger("Jump");
				Anim.SetBool("Jumpcam", true);
			}
			if (currentBaseState.fullPathHash == jumpState)
			{
				if (framecount < 1)
				{
					Fallvel = 0;
					Anim.SetFloat("Fallvel", 0);
					Anim.ResetTrigger("Jump");
					if (DirectionY < 0)
					{
						GetComponent<Rigidbody>().AddRelativeForce(new Vector3(0, Jumppower, Speed * DirectionY));
						Anim.SetFloat("Jumppower", Jumppower);
					}
					else
					{
						GetComponent<Rigidbody>().AddRelativeForce(new Vector3(0, Jumppower * (1 + (DirectionY * boostbylongrun)), Speed * DirectionY * boostbylongrun));
						Anim.SetFloat("Jumppower", Jumppower * (1f + (DirectionY * boostbylongrun) / 2));
					}
					Anim.SetBool("Land", false);
					framecount += 1;
					yield return new WaitForEndOfFrame();
				}
			}
			yield return new WaitForEndOfFrame();
		}
		yield return null;
	}

	public IEnumerator Movesystem()
	{
		while (Controllable && Startflag)
		{
			DirectionX = Input.GetAxis("Horizontal");
			DirectionY = Input.GetAxis("Vertical");

			if (Input.GetKey(KeyCode.LeftShift) && DirectionY > 0 && !Sprintlimit)
			{
				if(!Sprint && currentBaseState.fullPathHash != sprintState){
					if(currentBaseState.fullPathHash != jumpstartState){
						Anim.Play("Sprint");
					}
					Sprintsounds();
					if(Stamina >= 10f){
						GetComponent<Rigidbody>().AddRelativeForce(new Vector3(0, 0, (Speed * Jumppower * boostbylongrun)/10));
						boostbylongrun = 2f;
						Stamina -= 10;
					}
				}
				Sprint = true;
				Anim.SetBool("Sprint", true);
				if (boostbylongrun < 2f)
				{
					boostbylongrun += (Time.deltaTime * DirectionY);
				}
				else
				{
					boostbylongrun = 2f;
				}
			}
			else
			{
				Sprint = false;
				Anim.SetBool("Sprint", false);
			}
			if (DirectionX != 0)
			{
				Anim.SetBool("Turn", true);
			}
			else
			{
				Anim.SetBool("Turn", false);
			}
			if (DirectionY != 0)
			{
				Anim.SetBool("Move", true);
				if (!Sprint)
				{
					if (boostbylongrun > 1f)
					{
						boostbylongrun -= (Time.deltaTime);
					}
					else
					{
						boostbylongrun = 1f;
					}
				}
			}
			else
			{
				Anim.SetBool("Move", false);
				if (!Sprint)
					{
					if (boostbylongrun > 1f)
					{
						boostbylongrun -= (Time.deltaTime);
					}
					else
					{
						boostbylongrun = 1f;
					}
				}
			}
			if (DirectionY < 0 && currentBaseState.fullPathHash == locoState)
			{
				if (GetComponent<Rigidbody>().velocity.magnitude < 1 * -DirectionY)
				{
					GetComponent<Rigidbody>().AddRelativeForce(new Vector3(0, 0, Speed * DirectionY));
				}
			}
			else if (DirectionY > 0 && currentBaseState.fullPathHash == locoState)
			{
				if (GetComponent<Rigidbody>().velocity.magnitude < 10f * DirectionY)
				{
					GetComponent<Rigidbody>().AddRelativeForce(new Vector3(0, 0, Speed * DirectionY));
				}
			}
			else if (DirectionY > 0 && currentBaseState.fullPathHash == sprintState)
			{
				if (GetComponent<Rigidbody>().velocity.magnitude < 10f * DirectionY * boostbylongrun)
				{
					GetComponent<Rigidbody>().AddRelativeForce(new Vector3(0, 0, Speed * DirectionY * boostbylongrun));
				}
			}
			if (DirectionX != 0 && currentBaseState.fullPathHash != landState && currentBaseState.fullPathHash != sprintState)
			{
				angle = DirectionX * 1.5f;
			}
			else if (currentBaseState.fullPathHash == sprintState)
			{
				angle = DirectionX / 4;
			}
			this.transform.Rotate(new Vector3(0, angle, 0));
			yield return new WaitForEndOfFrame();
		}
		yield return null;
	}

	public IEnumerator Fallcheck()
	{
		while (Controllable && Startflag)
		{
			if (Anim.GetBool("Land") && Fallvel < -1.5f)
			{
				falltimer += Time.deltaTime;
				if (falltimer > 0.25f)
				{
					Anim.SetBool("Land", false);
				}
			}
			else
			{
				falltimer = 0;
			}
			if (!Anim.GetBool("Land") && Fallvel < -5 && Anim.GetFloat("Jumppower") < Jumppower)
			{
				Anim.SetFloat("Jumppower", Jumppower * (-Fallvel / 10 + 1));
				if (Jumppower * (-Fallvel / 10) > Jumppower)
				{
					Anim.SetFloat("Jumppower", Jumppower * 2f);
				}
			}
			yield return new WaitForEndOfFrame();
		}
		yield return null;
	}
}

using UnityEngine;
using UnityEngine.UI;
using System.Collections;

public class GameManagerScript : MonoBehaviour
{
	public Image Effect = null;
	public GameObject Panel = null;
	public GameObject ReadyAndGo = null;
	public GameObject Successstamp = null;
	public GameObject Failstamp = null;
	public GameObject Retrybutton = null;
	public GameObject Titlebutton = null;
	public GameObject Player = null;
	public GameObject Timer = null;
	public GameObject Rank = null;
	public GameObject Speedgauge = null;
	public UIBarScript Speedgaugesystem = null;
	public GameObject Staminagauge = null;
	public UIBarScript Staminagaugesystem = null;
	public float Times = 0;
	public AudioClip[] BGMList = null;
	public AudioSource BGM = null;
	public AudioClip[] SFXList = null;
	public AudioSource SFX = null;
	bool Result = false;
	float magnitude = 0;
	float scale = 0;
	float rotate = 0;
	Color color;
	
	public void Title()
	{
		StartCoroutine(ToTitle());
	}

	public void Retry()
	{
		StartCoroutine(ToRetry());
	}

	// Use this for initialization
	void Start()
	{
		Player.GetComponent<UnitychanController>().Controllable = false;
		Player.GetComponent<UnitychanController>().Idling = true;
		StartCoroutine(Startup());
	}

	// Update is called once per frame
	void Update()
	{
		if (Player.GetComponent<UnitychanController>().Startflag && !Player.GetComponent<UnitychanController>().Goalflag && !Player.GetComponent<UnitychanController>().Gameover)
		{
			Speedgauge.SetActive(true);
			Staminagauge.SetActive(true);
			magnitude = Player.GetComponent<Rigidbody>().velocity.magnitude * 10;
			int Stamina = (int)Player.GetComponent<UnitychanController>().Stamina;
			int Maxstamina = (int)Player.GetComponent<UnitychanController>().Maxstamina;
			Speedgaugesystem.UpdateValue((int)magnitude, 200);
			Staminagaugesystem.UpdateValue(Stamina, Maxstamina);
		}
		else
		{
			Speedgauge.SetActive(false);
			Staminagauge.SetActive(false);
		}
		if (Player.GetComponent<UnitychanController>().Gameover || Player.GetComponent<UnitychanController>().Goalflag)
		{
			Retrybutton.SetActive(true);
			Titlebutton.SetActive(true);
			if (Player.GetComponent<UnitychanController>().Gameover)
			{
				Failstamp.SetActive(true);
			}
			else if (Player.GetComponent<UnitychanController>().Goalflag)
			{
				Successstamp.SetActive(true);
			}
		}
		else
		{
			Retrybutton.SetActive(false);
			Titlebutton.SetActive(false);
			Successstamp.SetActive(false);
			Failstamp.SetActive(false);
		}
		if (Player.GetComponent<UnitychanController>().Controllable)
		{
			if (magnitude > 100f)
			{
				color.a = magnitude/250;
			}
			else
			{
				if (scale > 2f)
				{
					color.a = 0;
				}
			}
			if (scale > 2f)
			{
				scale = 0.25f;
			}
			scale += 0.05f + magnitude/2000;
			rotate = magnitude/200;
			Effect.color = color;
			Effect.rectTransform.localScale = new Vector2(scale,scale);
			Effect.rectTransform.Rotate(new Vector3(0,0,rotate));
		}
		else
		{
			color.a = 0;
			Effect.color = color;
		}
		if (Player.GetComponent<UnitychanController>().Startflag && !Player.GetComponent<UnitychanController>().Goalflag && !Player.GetComponent<UnitychanController>().Gameover)
		{
			Timer.SetActive(true);
			Rank.SetActive(false);
			Timer.GetComponent<Text>().text = Times.ToString("F2") + "Sec";
			Times += Time.deltaTime;
		}
		else if (Player.GetComponent<UnitychanController>().Goalflag || Player.GetComponent<UnitychanController>().Gameover)
		{
			Timer.GetComponent<Text>().text = Times.ToString("F2") + "Sec";
			if (!Result)
			{
				StartCoroutine(Showresult());
				Result = true;
			}
		}
	}
	
	IEnumerator ToTitle()
	{
		SFX.PlayOneShot(SFXList[3], 1);
		yield return new WaitForSeconds(1.5f);
		Application.LoadLevel("Title");
		yield return null;
	}

	IEnumerator ToRetry()
	{
		SFX.PlayOneShot(SFXList[4], 1);
		yield return new WaitForSeconds(1f);
		Application.LoadLevel("Stage1");
		yield return null;
	}

	IEnumerator Startup()
	{
		yield return new WaitForSeconds(1);
		Panel.SetActive(true);
		yield return new WaitForSeconds(3);
		Panel.SetActive(false);
		yield return new WaitForSeconds(1);
		Player.GetComponent<UnitychanController>().Controllable = true;
		Player.GetComponent<UnitychanController>().Idling = false;
		ReadyAndGo.SetActive(true);
		yield return new WaitForSeconds(0.55f);
		SFX.PlayOneShot(SFXList[5], 1);
		yield return new WaitForSeconds(1.7f);
		SFX.PlayOneShot(SFXList[6], 1);
		yield return new WaitForSeconds(0.5f);
		Player.GetComponent<UnitychanController>().Idling = false;
		Player.GetComponent<UnitychanController>().Startflag = true;
		StartCoroutine(Player.GetComponent<UnitychanController>().Movesystem());
		StartCoroutine(Player.GetComponent<UnitychanController>().IdleChanger(Player.GetComponent<UnitychanController>().Idlechangerate));
		StartCoroutine(Player.GetComponent<UnitychanController>().Jumpsystem());
		StartCoroutine(Player.GetComponent<UnitychanController>().Fallcheck());
		BGM.clip = BGMList[0];
		BGM.volume = 0.5f;
		BGM.Play();
		yield return new WaitForSeconds(0.25f);
		ReadyAndGo.SetActive(false);
		yield return null;
	}

		IEnumerator Showresult()
	{
		if (Player.GetComponent<UnitychanController>().Goalflag && !Player.GetComponent<UnitychanController>().Gameover)
		{
			Rank.SetActive(true);
			if (Times < 240f)
			{
				Rank.GetComponent<Text>().text = "Your Rank is:<color=#e5e4e2ff>S!</color>";
			}
			else if (Times > 240f && Times < 360f)
			{
				Rank.GetComponent<Text>().text = "Your Rank is:<color=#DFC463ff>A</color>";
			}
			else if (Times > 360f && Times < 480f)
			{
				Rank.GetComponent<Text>().text = "Your Rank is:<color=#C0C0C0ff>B</color>";
			}
			else if (Times > 480f && Times < 600f)
			{
				Rank.GetComponent<Text>().text = "Your Rank is:<color=#CD7F32ff>C</color>";
			}
			else
			{
				Rank.GetComponent<Text>().text = "Your Rank is:<color=#ff0000ff>F!</color>";
			}
			BGM.Stop();
			SFX.PlayOneShot(SFXList[0], 1);
			SFX.PlayOneShot(SFXList[2], 1);
		}
		else if (Player.GetComponent<UnitychanController>().Gameover)
		{
			Rank.SetActive(true);
			Rank.GetComponent<Text>().text = "Your Rank is:<color=#ff0000ff>F!</color>";
			BGM.Stop();
			SFX.PlayOneShot(SFXList[1], 1);
			SFX.PlayOneShot(SFXList[2], 1);
		}
		yield return null;
	}
}

how I can fix this problems? I can’t understand why this error occurred;
I just tried 3D character move forward fast and turn(rotate) the right(or left) fast with inertial, then this error occurred.
I tried to check the character’s rotation, UI Image rotation, and etc, but I can’t understand.
please help me…

You probably need to normalize your Quaternions:

/// <summary>
/// 	Returns a normalized copy of the quaternion.
/// </summary>
/// <param name="extends">Extends.</param>
public static Quaternion Normalized(this Quaternion extends)
{
	float sum = 0.0f;

	float x = extends.x;
	float y = extends.y;
	float z = extends.z;
	float w = extends.w;

	sum += x * x;
	sum += y * y;
	sum += z * z;
	sum += w * w;

	float magnitudeInverse = 1.0f / Mathf.Sqrt(sum);

	x *= magnitudeInverse;
	y *= magnitudeInverse;
	z *= magnitudeInverse;
	w *= magnitudeInverse;

	return new Quaternion(x, y, z, w);
}