I have some smooth look code that spams this error. It basically makes an object look in the direction a rigidbody is moving.
void Update()
{
if (target)
{
if (bSmooth)
{
Quaternion rotation = Quaternion.LookRotation((transform.position + target.rigidbody.velocity) - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation , smoothSpeed * Time.deltaTime);
}
else
{
transform.LookAt(transform.position + target.rigidbody.velocity);
}
}
}
The error is this line:
Quaternion rotation = Quaternion.LookRotation((transform.position + target.rigidbody.velocity) - transform.position);