Hello,
I am currently working on a commercial game that involves enabling/disabling GameObjects, that have Colliders and Rigidbodies on them. We got a really odd bug, that unfortunately quite often occurs and breaks the game.
The current behavior is: There is a parent object that represents a “level”. You can switch between the levels by disabling the current level and enabling a new one. A level contains gameobjects, some have rigidbodies attached. The level switch interpolates visually between the levels with a shader, so for a short time both levels exist (This might not be relevant, but i wanted to mention).
Sometimes following error will occur:
2021-07-09 16:09:46.783;116038;1642;1;Error;Unity;Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "(TransformHelper)/1971(Clone)/Desk02/a_1971_210128_05_desk/root/handle02_JNT/Logic";
This error causes the corresponding object to be invisible (object is at NaN position). Rigidbody values like worldcenter, velocity, etc. are also NaN. Objects also dont come back. Position stays NaN. There are actually no behaviours that modify those values in any way or divide through 0.
We found following: Best Practices Guide — NVIDIA PhysX SDK 3.4.0 Documentation
“Overlapping Objects explode” - The provided information did not help though.
We just don’t know how this could occur. Can someone help? Or at least let me understand what happens there?
Hopefully,
likeaguest