cant fix this problem! help

!ss->GetLocalAABB().IsValid()
UnityEditor.EditorGUIUtility:RenderGameViewCameras(Rect, Rect, Boolean, Boolean)
UnityEditor.EditorGUIUtility:RenderGameViewCameras(Rect, Rect, Boolean, Boolean)
UnityEditor.GameView:OnGUI()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[ ])
System.Reflection.MonoMethod:InternalInvoke(Object, Object[ ])
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[ ], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[ ])
UnityEditor.HostView:Invoke(String)
UnityEditor.DockArea:OnGUI()

[…..\Runtime\Camera\Culler.cpp line 35]

500 times per day I see this lines and i don`t know how to fix this! Help someone :?

Hi, did you find a solution to the problem ? I also have that error, but console is also flooded with these other messages…
This happens when my character moves over a terrain; at a certain point the char just falls through and starts diving down to inifinity…
Thing were working ok and then this awkward behaviour started…

These are the messages that flood my console…

!slot->GetLocalAABB().IsValid()
UnityEditor.Handles:Internal_DrawCamera(Camera, Int32)
UnityEditor.Handles:Internal_DrawCamera(Camera, Int32)
UnityEditor.Handles:smile:rawCamera(Rect, Camera, Int32)
UnityEditor.SceneView:OnGUI()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[ ])
System.Reflection.MonoMethod:InternalInvoke(Object, Object[ ])
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[ ], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[ ])
UnityEditor.HostView:Invoke(String)
UnityEditor.DockArea:OnGUI()

[/Users/build/builds/unity-26/unity-2.6.x/Projects/…/Runtime/Camera/Culler.cpp line 60]

!IsFinite(outDistanceForSort)
UnityEditor.EditorGUIUtility:RenderGameViewCameras(Rect, Rect, Boolean, Boolean)
UnityEditor.EditorGUIUtility:RenderGameViewCameras(Rect, Rect, Boolean, Boolean)
UnityEditor.GameView:OnGUI()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[ ])
System.Reflection.MonoMethod:InternalInvoke(Object, Object[ ])
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[ ], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[ ])
UnityEditor.HostView:Invoke(String)
UnityEditor.DockArea:OnGUI()

[/Users/build/builds/unity-26/unity-2.6.x/Projects/…/Runtime/Camera/RetainedRenderqueue.cpp line 334]

!IsFinite(outDistanceAlongView)
UnityEditor.EditorGUIUtility:RenderGameViewCameras(Rect, Rect, Boolean, Boolean)
UnityEditor.EditorGUIUtility:RenderGameViewCameras(Rect, Rect, Boolean, Boolean)
UnityEditor.GameView:OnGUI()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[ ])
System.Reflection.MonoMethod:InternalInvoke(Object, Object[ ])
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[ ], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[ ])
UnityEditor.HostView:Invoke(String)
UnityEditor.DockArea:OnGUI()

[/Users/build/builds/unity-26/unity-2.6.x/Projects/…/Runtime/Camera/RetainedRenderqueue.cpp line 335]

errors starts when you run game or in editor view too?
you use F key for fast find object??? I think that problem started from there!

Hi, error starts from editor in play mode and also when game is compile as Windows or Mac standalone…
No problem with F key… just happens when game is running and the character reaches a certain position in the terrain…

This error is due to a bounding volume that is invalid on one of the rendered objects. I would file a bug with project folder and steps to reproduce the issue.

Hi, I already filed a bug report (Case 306718); I submitted some pictures and console output to further detail the issue; the whole project folder is 2Gb, and I must first ask permission to my client if I can send it for examination (I think it’s no problem); if you really need the project folder please let me know how to submit “the beast” (700Mb zipped).

Hi Joachim, are there any news concerning my bug report ?

Anything ever come of this bug?

In my case this occurred because I passed a vertex with it’s coordinates as NaN to a mesh. The reason for the coordinates for being NaN was division by zero.

Here’s my post on this in unity answers:
http://answers.unity3d.com/questions/6167/many-isfinite-errors/58421#58421