Assertion failed on expression: std::abs > FLT_MIN

These errors keep popping up every frame, as does a MouseEvent error. But I’m not even using mouse events… “Screen position out of view of frustum” each time I hover over the Game View on Play Mode.

It just started doing this this afternoon.

In a Development Build, this also happens: Both errors flood the console thingy. It’s a tad irritating searching through that for actual errors in MY scripting.

Any idea what could cause this? And can I send anything over to help?

Hi,

did you get any solution?
I have the same problem.

Thanks,
Greetings Matthias

Sadly I didn’t. This has been going on for a few different Unity builds now.

Any news on this issue?

I’m having this issue as well and cannot find a solution for it

Struggling with it, too

"
Assertion failed on expression:‘std::abs(det) >FLT_MIN’
UnityEngine.GUIUtility:ProcessEvent(int, intptr, bool&)
"

Even don’t know what happened…

In my case, appeared when I put a canvas just in front of the near clipping plane (but inside the fustrum)

In my case:

I had my pause script set timeScale to 0
And when I reload the scene it didn’t automatically reset to default, so that it confused trails, lerp, smoothdamp, etc. functions
So I had to manually set it to default in Start() or right before reloading

Thats strange. The only place I can see an assert like that is in the shadow culling code.
If you have a project producing this error please file a bug report so we can look into it. Asserts are things that should never happen.

I ran into this bug today too. Thanks to the above replies I was able to track it down. I had a SmoothDamp controlling my cameras orthographic size every frame. If I changed the orthographic size value while Time.timeScale was zero the error messages appeared. (21 errors in my case). The solution was to simply put a check to ensure the smoothdamp code didn’t run unless timeScale was non-zero.

For future reference I was seeing this assertion when setting a camera’s aspect to zero and calling Render() on it. Fixing the aspect value made it go away.

Disappeared when I turned off the Render Shadow option in the VR camera.

I am using Now Unity 2021.2.19f1, OpenXR plugin 1.3.1, OpenVR XR plugin 1.1.4

Same issue in 2022.2.14. No shadow from my directional light, ever, but other lights work ok. The only shadow i get is a thin strip in the global Y plane. The assert is intermittent.

Same issue in 2020.3.18. I found that the mutilpass would make this issue happen.But i do need mutilpass to render ui in both my vr cameras.