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3.2 Bug - NAN Error randomly spams console, then crashes #35913
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happend randomly again with this simple code - there should not be NAN
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how can this simple code produce THIS ????
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Is your OS 32 bits? Also please post your hardware specs. |
win8 64 bit - geforce GTX 970 - i7 4790K |
the problem is this i printed the arc_scale varible to the console but somehow - acording to the errors posted above - this is producing AABB values that are wrong AND WHAT is that mean ??? thx. |
I can't reproduce your issue by copying the script you provided. Please put together a minimal reproduction project that reproduces this error and upload it here. You don't need to upload your project. In fact, it is better that you try to create a minimal project. So the smallest project that you can that reproduces this issue. |
thanks for your help so far somethings wrong with 3.2 deep down there... 3.1.2 was nice... had no problems with that can i send you my project directly somehow... so you can have a look? |
are there nightly build of godot 3.2 or something like this? |
No, I don't have any knowledge about the physics code. Please post it here so that a contributor can pick it up. A user produces nightly builds here https://hugo.pro/projects/godot-builds/ |
thank you for the link :) and no... i cannot share my project publicly... sorry |
if i do the errors are gone! |
Can anyone still reproduce this bug in Godot 3.2.3 or any later release? If yes, please ensure that an up-to-date Minimal Reproduction Project (MRP) is included in this report (a MRP is a zipped Godot project with the minimal elements necessary to reliably trigger the bug). You can upload ZIP files in an issue comment with a drag and drop. |
Closing due lack of response. |
Godot version:
3.2 stable
OS/device including version:
win8 64 bit - geforce GTX 970 - i7 4790K
Issue description:
this Error spams the console in every frame - this randomly starts at some point of my game
ive integrated the RigidBody LookAt (look_follow) Method from the godot tutorial here
https://docs.godotengine.org/en/3.2/tutorials/physics/rigid_body.html
i just changed the target_position to
self.get_global_transform().origin + state.get_linear_velocity()
heres the changed look_at code for reference
this code does however NOT change the location vector
but if enabled it produces the error NAN 1.#QO
so i stopped the game in the debugger if it happens - and found this:
the location vector becomes NAN - but only if the code above is active.
But the code does NOT mess with the location... so i dont see a reason.
Also i check if velocity > 10
So there cant be a division by 0 from that...
ive also checked my whole project for divisions by zero
because i read thats the main cause of NAN 1.#QO
since 3.2 i have this same error had many times in my project for other reasons that i have fixed... same project in 3.1.2 worked flawless.
I really think theres something wrong with an underlying C Code...
The error also shows in some other random cirumstances too.
As far as i can see - there is a bug - because i code some pretty solid simple things in GDscript and the error pops up randomly.
sometimes even without changing something in my code. just because i add a new object, node or something.
Things like this happens a lot since 3.2 - some vars and values seems to get mixed up for some unkown reason.
Ive got a feeling maybe it has to do with multithreading or something like this... but i am not a coder... so i dont know.
My Game was very stable and bug-free in 3.1.2
Now - after porting it to 3.2 its a buggy mess :) especially if i change or add something new, random unrelated errors and problems pop up... its strange.
There was no such problem in 3.1.2 - if ive had a problem it was always my code - now in 3.2 its often unclear where the problems come from.
BTW: cant the C++ Code not show us the GD-Script-Line where the problem comes from???
this would be soooo handy :)
Steps to reproduce:
no clue - its so random - it happens out of the blue - if i change my code or add a node etc...
Minimal reproduction project:
i cannot make a special one - and i cant give my project away puplicly
if a dev needs my project to tackle the bug - i can maybe share it privatly to this dev
and pls dont get me wrong - i really love godot - its a wonderfull gameengine!!!
peace out :) tobi
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