"Invalid AABBa" error caused by Velocity Over Time on particle system.emit

Steps to reproduce:

  1. Create default particle system.
  2. Set Velocity Over Time value “Orbit” to anything above zero on any axis. I used a value of 25 on the Y axis.
  3. Create a script and add to any object in the scene. Have it access the particle system and emit any amount of particles on GetButtonDown. I tested with an emit value of 30 and 1 and they both fail.

It appears to be irrelevant if the particle system is playing on awake or not. It’s only the ParticleSystem.Emit() call that causes the error.

Only happens if “Orbit” value is more than 0.

Happens with or without trails. (I was trying to use trails but then tested without.)

Unity 2018.2.10f1
Windows 10

Full list of errors this one action causes:

Invalid worldAABB. Object is too large or too far away from the origin
Invalid localAABB. Object transform is corrupt
Invalid AABB a
Assertion failed on expression: IsFinite(d)
Assertion failed on expression: ‘IsFinite(outDistanceForSort)’
Assertion failed on expression: ‘IsFinite(outDistanceAlongView)’
Assertion failed on expression: ‘IsFinite(d)’
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Assertion failed on expression: ‘IsFinite(d)’
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Assertion failed on expression: ‘IsFinite(outDistanceAlongView)’
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Invalid AABB a
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Exact same thing is happening to me right now in Unity 2018.3.5f1 on Mac OS highSierra, except I’m using ParticleSystem.Play(), not Emit().

The errors don’t seem to really affect anything in the game, just clog up the console. Have you perhaps found a fix for this?

They actually fixed this bug with the Emit issue, a couple weeks ago. At the time it was crashing my game. If you’re only seeing the error but no crash, they may have put a fail-safe in when they “fixed” it. I would still put in a report though.