Unity 5.3.1f1 - Particle system errors - Invalid AABB result / IsFinite(d)

Some particle systems are causing the Debug.Log to flood with Invalid AABB / IsFinite messages.

Test scene attached.

Steps to reproduce

  1. Load Test scene
  2. Press play
  3. activate particle system “Stretch”

Bug report submitted:
755423 - https://fogbugz.unity3d.com/default.asp?755423_a1621g7nsq609m0g

Anyone else have the same problem?

R

Edited: Removed comment about meshes. Looks like it’s particle systems that are active with no active particles.

2429533–166449–Particle Error.zip (522 KB)

5 Likes

Thanks for submitting a bug, could we have the number?

1 Like

No worries, it’s 755423

2 Likes

Same for me

Exact same issue happening for me after updating today as well

Yep, happenning to us too.

Thanks we will take a look.

3 Likes

Might be particle systems that are active with no active particles (which is a very common pattern, either when effects end or for systems that are triggered by code).

I uploaded a simple particle system that exhibits the issue from our project as case 755491. Has this attached video showing the issue:

2 Likes

I have the same errors. They happen when Stop() is called on the ParticleSystem or if I turn looping off and it ends. The Render Mode is set to Billboard. Unchecking the Renderer section, stops the errors.

Here’s a super dirty workaround, which is to count live particles and then disable the renderer if it’s zero.

In our project, effects are passing through a central system already, so it’s easy to glue this on in the short term. Not happy about the issue overall, though :confused:

using UnityEngine;

[ExecuteInEditMode]
public class DisableInactiveParticles : MonoBehaviour
{
    ParticleSystem.Particle[] unused = new ParticleSystem.Particle[1];

    void Awake()
    {
        GetComponent<ParticleSystemRenderer>().enabled = false;
    }

    void LateUpdate()
    {
        GetComponent<ParticleSystemRenderer>().enabled = GetComponent<ParticleSystem>().GetParticles(unused) > 0;
    }
}
6 Likes

I have the same issue. It can be repeated with the tank tutorial. I don’t even have to play the game, just select the dust trail for the tank in the editor and the console starts logging errors. Happens in 5.3.1f1. What an annoying bug to track down. You don’t expect the particle system itself to break.

Yeah same problems here and completely makes my project unusable. (yes, I have backups)

But what I’m concerned about is that are we going to have to wait until next friday for a non-supported patch update (5.3.1p1) to work around this? Or are they going to issue a supported fix (like 5.3.1f2) that will then be supported?

Again, a rather huge problem with a non-beta release. Where is the QA guys?

Doh! that freaked me out when I first ran 5.3.1 today :hushed:

Lets hope gets fixed in the next patch release… +1 have issue

3 Likes

If I set the Simulation Space to Local, the errors seem to disappear. Unfortunately I need to use World Space

2 Likes

Same issue here :frowning:

Oh sheesh, I just installed this latest version this morning. Luckily I have backups to 5.1 and can load that. So selecting particles in the editor now spams the log console and there’s no way to turn that off? How on earth did Unity QA team miss something like that or even let that through to public release?

3 Likes

I have this problem too (

Now, I can’t work with my project on unity 5.3.1 because it spam the error console :frowning:

same here :<
ULTRAFLOW 2 looks sad without the usual ton of particles