I'm having a weird issue with people running iOS 4.2 beta (presumably on iPads).
The long and short of it is because this line of code that worked before now is returning zero:
percentageToWin = Mathf.Lerp( ( 1.0f / 3.0f ), .75f, Mathf.Pow( levelNumber / 85.0f, .333333f ) );
(Where `percentageToWin` is a float.)
I broke it down to this bit
Mathf.Pow( levelNumber / 85.0f, .333333f )
returning `NaN`. `levelNumber` is positive. I've searched for anything regarding Pow returning NaN, and haven't found any similar issues. This math is somewhat important to the balancing of our game, and I'm not sure how to work around it.
For reference, the game was compiled against Unity iPhone 1.7. I'm going to try it with Unity 3 to see if it goes away, but somehow I doubt it.
Has anybody seen any similar issues or have any solutions?