Dirt410
January 13, 2024, 11:52pm
1
Godot Version
v4.2.stable.mono.official [46dc27791]
Question
I’ve been following StayAtHomeDev’s FPS tutorial series and transcribing it into C#, but I’ve run into a weird error while testing.
At first it only occured when I collided with a wall while sprinting, but I’ve also found it can be triggered as easily as pressing forward for a second, then pressing sprint.
The world disappears and a continuous flow of “instance_set_transform: Condition “!v.is_finite()” is true” errors floods the debugger.
The error links to this:
ERR_FAIL_NULL(instance);
if (instance->transform == p_transform) {
return; //must be checked to avoid worst evil
}
#ifdef DEBUG_ENABLED
for (int i = 0; i < 4; i++) {
const Vector3 &v = i < 3 ? p_transform.basis.rows[i] : p_transform.origin;
ERR_FAIL_COND(!v.is_finite());
}
#endif
instance->transform = p_transform;
_instance_queue_update(instance, true);
}
void RendererSceneCull::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) {
Instance *instance = instance_owner.get_or_null(p_instance);
ERR_FAIL_NULL(instance);
Here’s the repo for my project:
I have no un-earthly idea what is happening or why it’s happening. Any help or suggestions for fixes, or even an explanation would be great.
I think one of the values on the transform got set with a divide by zero so it went infinite. Or something
2 Likes
system
Closed
February 13, 2024, 2:24am
3
This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.