Unity Issue Tracker - “Assertion Failed”, “Invalid AABB a” and Mesh errors are thrown when editing Group Seed or Frequency settings for Tree Object
Closed
UUM-107478
“Assertion Failed”, “Invalid AABB a” and Mesh errors are thrown when editing Group Seed or Frequency settings for Tree Object
Unity: Terrain
Won't Fix
6.2.X
6.1.X
6.0.X
Thank you for bringing this issue to our attention. Unfortunately, after careful consideration, we will not be addressing your issue at this time, as we are currently committed to resolving other higher-priority issues.
We acknowledge that the current Terrain system has a number of limitations, so we are currently investing in a large amount of discovery work to determine exactly what is needed most and how we can bring it to you at the quality level you have come to expect and address the most pervasive pain points in the most effective and efficient manner. However, we know each case is different, so please do continue to log any issues you find, and provide general feedback on our roadmap page to help us prioritize.
Forum to discuss feature requests: https://forum.unity.com/threads/world-building-public-roadmap-and-feature-requests.1437163/
Roadmap: https://unity.com/roadmap/unity-platform/3d-world-building
Steps to reproduce:
1. Create new Unity project
2. Create a Tree in Hierarchy window (3D Object > Tree)
3. In the Inspector window select Branch Group in Tree Component
4. Press button to Add Branch Group and add multiple branches
5.Start increasing/decreasing “Group Seed” or “Frequency” settings in the Inspector window
6. Observe the Console window
Actual results: Multiple errors are spammed in the Console window when editing increasing/decreasing “Group Seed” or “Frequency” settings Expected results: No errors in the Console
Reproducible with versions: 6000.0.50f1, 6000.1.4f1, 6000.2.0b3
In order to call GetTransformInfoExpectUpToDate, RendererUpdateManager.UpdateAll must be called first.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Assertion failed on expression: 'IsFinite(outDistanceForSort)'
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
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Have a workaround or additional info about this issue?