IsFinite(outDistanceAlongView) Error

i have narrowed it down to a particle effect that causes the error. it’s a particle that is being used as a sub emitter for a different particle. any idea what is making this happen?

I had this problem too. Mine was caused by a scene loading another scene via Application.LoadLevel where the second scene had a Particle System that had a sub emitter. I fixed the problem by marking the parent particle system game object as inactive, then writing a script that activated the parent emitter game object one frame later. (I figured this out because when I ran the second scene directly, I never saw the errors. Figured it was timing thing.) Here’s the script to delay activating a set of Game Objects:

using UnityEngine;
using System.Collections;

public class DelayActive : MonoBehaviour 
{
	public GameObject[] gameObjects;

	void Start()
	{
		StartCoroutine (ActivateSubEmitter ());
	}

	IEnumerator ActivateSubEmitter()
	{
		yield return null;
		foreach (GameObject gameObject in gameObjects) 
		{
			gameObject.SetActive (true);
		}
	}
}

Just add that to a game object in your scene, then drag the parent Particle System game objects into the GameObject array. Hope that helps.