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Steps to reproduce:
Sprite: assign any Sprite (drag one from the Project window).
Material: assign the material from step 5.
Set World Bounds: leave it enabled (checked).
Actual result:
With Set World Bounds enabled, every call logs to the Console: "The bounds contain one of the following values: NaN, float.PositiveInfinity, float.NegativeInfinity. All values in bounds are reset to zero." The worldBounds passed is valid and finite (verified at runtime: center (0.21, -5, 0), size (5, 5, 5), min (-2.29, -7.5, -2.5), max (2.71, -2.5, 2.5)); the value is discarded. With Set World Bounds unticked (worldBounds left at its RenderParams default), no warning is logged.
Expected result:
A valid finite RenderParams.worldBounds does not produce a NaN/Inf warning (consistent with Graphics.RenderMesh, which accepts worldBounds). If worldBounds is intentionally not used by RenderSprite, it should be silently ignored, not reported as containing NaN/Inf.
Reproducible with versions: 6000.5.4f1, 6000.6.0b4, 6000.7.0a2
Can't test with: 6000.0.79f1, 6000.3.20f1 (No Graphics.RenderSprite)
Tested on (OS): Windows 11
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