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AABB Error, attached Log fragments.

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![alt text][1] [1]: /storage/temp/52433-errors.png ---------- Quaternion To Matrix conversion failed because input Quaternion is invalid {1.#QNAN0, 1.#QNAN0, 1.#QNAN0, 1.#QNAN0} l=1.#QNAN0 (Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188) Quaternion To Matrix conversion failed because input Quaternion is invalid {1.#QNAN0, 1.#QNAN0, 1.#QNAN0, 1.#QNAN0} l=1.#QNAN0 (Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 148) Invalid AABB result (Filename: C:/buildslave/unity/build/Runtime/Geometry/AABB.cpp Line: 181) Quaternion To Matrix conversion failed because input Quaternion is invalid {1.#QNAN0, 1.#QNAN0, 1.#QNAN0, 1.#QNAN0} l=1.#QNAN0 (Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188) Quaternion To Matrix conversion failed because input Quaternion is invalid {1.#QNAN0, 1.#QNAN0, 1.#QNAN0, 1.#QNAN0} l=1.#QNAN0 (Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 148) ---------- Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, 1.#QNAN0} l=-1.#IND00 (Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188) Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, 1.#QNAN0, 1.#QNAN0, 1.#QNAN0} l=1.#QNAN0 (Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188) Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, -1.#IND00} l=-1.#IND00 (Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188) Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, -1.#IND00} l=-1.#IND00 (Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188) Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, -1.#IND00} l=-1.#IND00 (Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188) Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, -1.#IND00} l=-1.#IND00 (Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188) Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, -1.#IND00} l=-1.#IND00 (Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188) ---------- Invalid AABB aabb UnityEditorInternal.InternalEditorUtility:CalculateSelectionBounds(Boolean, Boolean) UnityEditor.Tools:GetHandlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:169) UnityEditor.Tools:get_handlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:150) UnityEditor.ManipulationTool:OnToolGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:17) UnityEditor.MoveTool:OnGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:82) UnityEditor.SceneView:DefaultHandles() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1678) UnityEditor.SceneView:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1206) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222) System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115) UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:185) UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:178) UnityEditor.DockArea:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:334) [C:\buildslave\unity\build\Runtime/Geometry/AABB.h line 171] (Filename: /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs Line: 222) Invalid AABB result UnityEditorInternal.InternalEditorUtility:CalculateSelectionBounds(Boolean, Boolean) UnityEditor.Tools:GetHandlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:169) UnityEditor.Tools:get_handlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:150) UnityEditor.ManipulationTool:OnToolGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:17) UnityEditor.MoveTool:OnGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:82) UnityEditor.SceneView:DefaultHandles() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1678) UnityEditor.SceneView:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1206) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222) System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115) UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:185) UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:178) UnityEditor.DockArea:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:334) [C:/buildslave/unity/build/Runtime/Geometry/AABB.cpp line 192] (Filename: /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs Line: 222) Invalid AABB aabb UnityEditorInternal.InternalEditorUtility:CalculateSelectionBounds(Boolean, Boolean) UnityEditor.Tools:GetHandlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:169) UnityEditor.Tools:get_handlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:150) UnityEditor.ManipulationTool:OnToolGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:17) UnityEditor.MoveTool:OnGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:82) UnityEditor.SceneView:DefaultHandles() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1678) UnityEditor.SceneView:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1206) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222) System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115) UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:185) UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:178) UnityEditor.DockArea:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:334) [C:\buildslave\unity\build\Runtime/Geometry/AABB.h line 171] (Filename: /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs Line: 222) Invalid AABB aabb UnityEditorInternal.InternalEditorUtility:CalculateSelectionBounds(Boolean, Boolean) UnityEditor.Tools:GetHandlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:169) UnityEditor.Tools:get_handlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:150) UnityEditor.ManipulationTool:OnToolGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:17) UnityEditor.MoveTool:OnGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:82) UnityEditor.SceneView:DefaultHandles() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1678) UnityEditor.SceneView:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1206) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222) System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115) UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:185) UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:178) UnityEditor.DockArea:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:334) [C:\buildslave\unity\build\Runtime/Geometry/AABB.h line 171] (Filename: /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs Line: 222) ---------- using UnityEngine; using System.Collections; public class ThirdPCameraController : MonoBehaviour { public GameObject Player; public float Shiftspeed = 0; Transform Defaultcampos; Transform Backwardcampos; Transform Leftturncampos; Transform Rightturncampos; Transform Jumpcampos; Transform Orbitcampos; Transform Uncontrollablecampos; bool Quickshift = false; // Use this for initialization void Start() { Defaultcampos = GameObject.Find("Defaultcampos").transform; if (GameObject.Find("Backwardcampos")) { Backwardcampos = GameObject.Find("Backwardcampos").transform; } if (GameObject.Find("Leftturncampos")) { Leftturncampos = GameObject.Find("Leftturncampos").transform; } if (GameObject.Find("Rightturncampos")) { Rightturncampos = GameObject.Find("Rightturncampos").transform; } if (GameObject.Find("Jumpcampos")) { Jumpcampos = GameObject.Find("Jumpcampos").transform; } if (GameObject.Find("Orbitcampos")) { Orbitcampos = GameObject.Find("Orbitcampos").transform; } if (GameObject.Find("Uncontrollablecampos")) { Uncontrollablecampos = GameObject.Find("Uncontrollablecampos").transform; } transform.position = Defaultcampos.position; transform.forward = Defaultcampos.forward; } void FixedUpdate() { if (Input.GetAxis("Vertical") > 0 && Player.GetComponent().Anim.GetBool("Jumpcam") && Player.GetComponent().Controllable) { SettoJump(); } else if (Input.GetAxis("Vertical") < 0 && !Player.GetComponent().Anim.GetBool("Sprint") && Player.GetComponent().Controllable) { SettoBackward(); } else if (Input.GetAxis("Horizontal") < 0 && !Player.GetComponent().Anim.GetBool("Sprint") && Player.GetComponent().Controllable) { SettoLeftturn(); } else if (Input.GetAxis("Horizontal") > 0 && !Player.GetComponent().Anim.GetBool("Sprint") && Player.GetComponent().Controllable) { SettoRightturn(); } else if (Player.GetComponent().Idling && Player.GetComponent().Controllable) { SettoOrbit(); } else if (!Player.GetComponent().Controllable) { SettoUncontrollable(); } else { SettoDefault(); } } void SettoDefault() { if (Quickshift == false) { transform.position = Vector3.Lerp(transform.position, Defaultcampos.position, Time.fixedDeltaTime * Shiftspeed); transform.forward = Vector3.Lerp(transform.forward, Defaultcampos.forward, Time.fixedDeltaTime * Shiftspeed); } else { transform.position = Defaultcampos.position; transform.forward = Defaultcampos.forward; Quickshift = false; } } void SettoBackward() { Quickshift = true; transform.position = Backwardcampos.position; transform.forward = Backwardcampos.forward; } void SettoLeftturn() { Quickshift = false; transform.position = Vector3.Lerp(transform.position, Leftturncampos.position, Time.fixedDeltaTime * Shiftspeed); transform.forward = Vector3.Lerp(transform.forward, Leftturncampos.forward, Time.fixedDeltaTime * Shiftspeed); } void SettoRightturn() { Quickshift = false; transform.position = Vector3.Lerp(transform.position, Rightturncampos.position, Time.fixedDeltaTime * Shiftspeed); transform.forward = Vector3.Lerp(transform.forward, Rightturncampos.forward, Time.fixedDeltaTime * Shiftspeed); } void SettoJump() { Quickshift = false; transform.position = Vector3.Lerp(transform.position, Jumpcampos.position, Time.fixedDeltaTime * Shiftspeed); transform.forward = Vector3.Lerp(transform.forward, Jumpcampos.forward, Time.fixedDeltaTime * Shiftspeed); } void SettoOrbit() { Quickshift = false; transform.position = Vector3.Lerp(transform.position, Orbitcampos.position, Time.fixedDeltaTime * Shiftspeed); transform.forward = Vector3.Lerp(transform.forward, Orbitcampos.forward, Time.fixedDeltaTime * Shiftspeed); } void SettoUncontrollable() { Quickshift = true; transform.position = Uncontrollablecampos.position; transform.forward = Uncontrollablecampos.forward; } } ---------- using UnityEngine; using System.Collections; public class UnitychanController : MonoBehaviour { public Animator Anim = null; public AnimatorStateInfo currentBaseState; public float Speed = 0; public float DirectionX = 0; public float DirectionY = 0; public float Maxstamina = 0; public float Stamina = 0; public float Jumppower = 0; public float Fallvel = 0; public float Idlechangerate = 0; public float framecount = 0; public float falltimer = 0; public float angle = 0; public float boostbylongrun = 1; public bool Idling = false; public bool Controllable = false; public bool Startflag = false; public bool Goalflag = false; public bool Gameover = false; public bool Sprint = false; public bool Sprintlimit = false; public AudioClip[] SFXList = null; static int idleState = Animator.StringToHash("Base Layer.Idle00"); static int idle1State = Animator.StringToHash("Base Layer.Idle01"); static int idle2State = Animator.StringToHash("Base Layer.Idle02"); static int idle3State = Animator.StringToHash("Base Layer.Idle03"); static int idle4State = Animator.StringToHash("Base Layer.Idle04"); static int locoState = Animator.StringToHash("Base Layer.Locomotion"); static int sprintState = Animator.StringToHash("Base Layer.Sprint"); static int jumpstartState = Animator.StringToHash("Base Layer.Jumpstart"); static int jumpState = Animator.StringToHash("Base Layer.Jump"); static int fallState = Animator.StringToHash("Base Layer.Fall"); static int landState = Animator.StringToHash("Base Layer.Landingmotion"); AudioSource SFX = null; // Use this for initialization void Start() { SFX = GetComponent(); StartCoroutine(IdleChanger(Idlechangerate)); Anim.SetFloat("Jumppower", Jumppower); Stamina = Maxstamina; } void FixedUpdate() { Anim.SetFloat("DirectionX", DirectionX); Anim.SetFloat("DirectionY", DirectionY); Anim.SetFloat("Speed", boostbylongrun / 2f); Fallvel = GetComponent().velocity.y; if (currentBaseState.fullPathHash == idleState || currentBaseState.fullPathHash == locoState || currentBaseState.fullPathHash == sprintState) { Anim.SetFloat("Fallvel", 0); } if (Controllable && currentBaseState.fullPathHash != sprintState && Stamina < Maxstamina) { Stamina += (Maxstamina / 10) * Time.fixedDeltaTime; } if (Sprintlimit && Stamina > 36) { Sprintlimit = false; } if (Stamina > 0 && Sprint && currentBaseState.fullPathHash == sprintState) { Stamina -= 25 * Time.fixedDeltaTime; } else if (Stamina <= 0) { Stamina = 0; Sprintlimit = true; } } // Update is called once per frame void Update() { currentBaseState = Anim.GetCurrentAnimatorStateInfo(0); if (!Anim.GetBool("Land")) { Anim.SetFloat("Fallvel", Fallvel); if (Anim.GetFloat("Fallvel") < 0) { Anim.SetBool("Jumpcam", false); } } if (!(currentBaseState.fullPathHash == idleState || currentBaseState.fullPathHash == idle1State || currentBaseState.fullPathHash == idle2State || currentBaseState.fullPathHash == idle3State || currentBaseState.fullPathHash == idle4State)) { Idling = false; } if (Gameover) { Controllable = false; } } void OnCollisionEnter(Collision coll) { if (coll.collider.tag == "Platform" || coll.collider.tag == "Gameover") { Anim.SetBool("Land", true); Anim.SetBool("Jumpcam", false); framecount = 0; falltimer = 0; if (currentBaseState.fullPathHash == landState) { Anim.SetFloat("Jumppower", Jumppower); Anim.SetBool("Jumpcam", false); } if (coll.collider.tag == "Gameover") { Gameover = true; Anim.Play("LOSE00"); } } if (coll.collider.tag == "Goalline" && Startflag && !Goalflag && !Idling) { Goalflag = true; Controllable = false; Anim.Play("REFRESH00"); } } public void Stepsounds() { SFX.PlayOneShot(SFXList[0], 1); } public void Landsounds() { if (Fallvel<-5) { SFX.PlayOneShot(SFXList[1], 1); } else { SFX.PlayOneShot(SFXList[0], 1); } } public void Jumpsounds() { SFX.PlayOneShot(SFXList[3], 1); } public void Sprintsounds() { SFX.PlayOneShot(SFXList[4], 1); } public IEnumerator IdleChanger(float rate) { float timer = 0; while (!Gameover && !Goalflag) { if (currentBaseState.fullPathHash == idleState && !Anim.GetBool("Move") && !Anim.GetBool("Turn")) { timer += Time.deltaTime; if (timer > rate) { Idling = true; Anim.Play("Idle0" + Random.Range(1, 4 + 1)); timer = 0; } } yield return new WaitForEndOfFrame(); } yield return null; } public IEnumerator Jumpsystem() { while (Controllable && Startflag) { if (Input.GetKey(KeyCode.Space) && Anim.GetBool("Land") == true && (currentBaseState.fullPathHash != jumpstartState || currentBaseState.fullPathHash != jumpState || currentBaseState.fullPathHash != fallState || currentBaseState.fullPathHash != landState) && framecount == 0) { Anim.SetTrigger("Jump"); Anim.SetBool("Jumpcam", true); } if (currentBaseState.fullPathHash == jumpState) { if (framecount < 1) { Fallvel = 0; Anim.SetFloat("Fallvel", 0); Anim.ResetTrigger("Jump"); if (DirectionY < 0) { GetComponent().AddRelativeForce(new Vector3(0, Jumppower, Speed * DirectionY)); Anim.SetFloat("Jumppower", Jumppower); } else { GetComponent().AddRelativeForce(new Vector3(0, Jumppower * (1 + (DirectionY * boostbylongrun)), Speed * DirectionY * boostbylongrun)); Anim.SetFloat("Jumppower", Jumppower * (1f + (DirectionY * boostbylongrun) / 2)); } Anim.SetBool("Land", false); framecount += 1; yield return new WaitForEndOfFrame(); } } yield return new WaitForEndOfFrame(); } yield return null; } public IEnumerator Movesystem() { while (Controllable && Startflag) { DirectionX = Input.GetAxis("Horizontal"); DirectionY = Input.GetAxis("Vertical"); if (Input.GetKey(KeyCode.LeftShift) && DirectionY > 0 && !Sprintlimit) { if(!Sprint && currentBaseState.fullPathHash != sprintState){ if(currentBaseState.fullPathHash != jumpstartState){ Anim.Play("Sprint"); } Sprintsounds(); if(Stamina >= 10f){ GetComponent().AddRelativeForce(new Vector3(0, 0, (Speed * Jumppower * boostbylongrun)/10)); boostbylongrun = 2f; Stamina -= 10; } } Sprint = true; Anim.SetBool("Sprint", true); if (boostbylongrun < 2f) { boostbylongrun += (Time.deltaTime * DirectionY); } else { boostbylongrun = 2f; } } else { Sprint = false; Anim.SetBool("Sprint", false); } if (DirectionX != 0) { Anim.SetBool("Turn", true); } else { Anim.SetBool("Turn", false); } if (DirectionY != 0) { Anim.SetBool("Move", true); if (!Sprint) { if (boostbylongrun > 1f) { boostbylongrun -= (Time.deltaTime); } else { boostbylongrun = 1f; } } } else { Anim.SetBool("Move", false); if (!Sprint) { if (boostbylongrun > 1f) { boostbylongrun -= (Time.deltaTime); } else { boostbylongrun = 1f; } } } if (DirectionY < 0 && currentBaseState.fullPathHash == locoState) { if (GetComponent().velocity.magnitude < 1 * -DirectionY) { GetComponent().AddRelativeForce(new Vector3(0, 0, Speed * DirectionY)); } } else if (DirectionY > 0 && currentBaseState.fullPathHash == locoState) { if (GetComponent().velocity.magnitude < 10f * DirectionY) { GetComponent().AddRelativeForce(new Vector3(0, 0, Speed * DirectionY)); } } else if (DirectionY > 0 && currentBaseState.fullPathHash == sprintState) { if (GetComponent().velocity.magnitude < 10f * DirectionY * boostbylongrun) { GetComponent().AddRelativeForce(new Vector3(0, 0, Speed * DirectionY * boostbylongrun)); } } if (DirectionX != 0 && currentBaseState.fullPathHash != landState && currentBaseState.fullPathHash != sprintState) { angle = DirectionX * 1.5f; } else if (currentBaseState.fullPathHash == sprintState) { angle = DirectionX / 4; } this.transform.Rotate(new Vector3(0, angle, 0)); yield return new WaitForEndOfFrame(); } yield return null; } public IEnumerator Fallcheck() { while (Controllable && Startflag) { if (Anim.GetBool("Land") && Fallvel < -1.5f) { falltimer += Time.deltaTime; if (falltimer > 0.25f) { Anim.SetBool("Land", false); } } else { falltimer = 0; } if (!Anim.GetBool("Land") && Fallvel < -5 && Anim.GetFloat("Jumppower") < Jumppower) { Anim.SetFloat("Jumppower", Jumppower * (-Fallvel / 10 + 1)); if (Jumppower * (-Fallvel / 10) > Jumppower) { Anim.SetFloat("Jumppower", Jumppower * 2f); } } yield return new WaitForEndOfFrame(); } yield return null; } } ---------- using UnityEngine; using UnityEngine.UI; using System.Collections; public class GameManagerScript : MonoBehaviour { public Image Effect = null; public GameObject Panel = null; public GameObject ReadyAndGo = null; public GameObject Successstamp = null; public GameObject Failstamp = null; public GameObject Retrybutton = null; public GameObject Titlebutton = null; public GameObject Player = null; public GameObject Timer = null; public GameObject Rank = null; public GameObject Speedgauge = null; public UIBarScript Speedgaugesystem = null; public GameObject Staminagauge = null; public UIBarScript Staminagaugesystem = null; public float Times = 0; public AudioClip[] BGMList = null; public AudioSource BGM = null; public AudioClip[] SFXList = null; public AudioSource SFX = null; bool Result = false; float magnitude = 0; float scale = 0; float rotate = 0; Color color; public void Title() { StartCoroutine(ToTitle()); } public void Retry() { StartCoroutine(ToRetry()); } // Use this for initialization void Start() { Player.GetComponent().Controllable = false; Player.GetComponent().Idling = true; StartCoroutine(Startup()); } // Update is called once per frame void Update() { if (Player.GetComponent().Startflag && !Player.GetComponent().Goalflag && !Player.GetComponent().Gameover) { Speedgauge.SetActive(true); Staminagauge.SetActive(true); magnitude = Player.GetComponent().velocity.magnitude * 10; int Stamina = (int)Player.GetComponent().Stamina; int Maxstamina = (int)Player.GetComponent().Maxstamina; Speedgaugesystem.UpdateValue((int)magnitude, 200); Staminagaugesystem.UpdateValue(Stamina, Maxstamina); } else { Speedgauge.SetActive(false); Staminagauge.SetActive(false); } if (Player.GetComponent().Gameover || Player.GetComponent().Goalflag) { Retrybutton.SetActive(true); Titlebutton.SetActive(true); if (Player.GetComponent().Gameover) { Failstamp.SetActive(true); } else if (Player.GetComponent().Goalflag) { Successstamp.SetActive(true); } } else { Retrybutton.SetActive(false); Titlebutton.SetActive(false); Successstamp.SetActive(false); Failstamp.SetActive(false); } if (Player.GetComponent().Controllable) { if (magnitude > 100f) { color.a = magnitude/250; } else { if (scale > 2f) { color.a = 0; } } if (scale > 2f) { scale = 0.25f; } scale += 0.05f + magnitude/2000; rotate = magnitude/200; Effect.color = color; Effect.rectTransform.localScale = new Vector2(scale,scale); Effect.rectTransform.Rotate(new Vector3(0,0,rotate)); } else { color.a = 0; Effect.color = color; } if (Player.GetComponent().Startflag && !Player.GetComponent().Goalflag && !Player.GetComponent().Gameover) { Timer.SetActive(true); Rank.SetActive(false); Timer.GetComponent().text = Times.ToString("F2") + "Sec"; Times += Time.deltaTime; } else if (Player.GetComponent().Goalflag || Player.GetComponent().Gameover) { Timer.GetComponent().text = Times.ToString("F2") + "Sec"; if (!Result) { StartCoroutine(Showresult()); Result = true; } } } IEnumerator ToTitle() { SFX.PlayOneShot(SFXList[3], 1); yield return new WaitForSeconds(1.5f); Application.LoadLevel("Title"); yield return null; } IEnumerator ToRetry() { SFX.PlayOneShot(SFXList[4], 1); yield return new WaitForSeconds(1f); Application.LoadLevel("Stage1"); yield return null; } IEnumerator Startup() { yield return new WaitForSeconds(1); Panel.SetActive(true); yield return new WaitForSeconds(3); Panel.SetActive(false); yield return new WaitForSeconds(1); Player.GetComponent().Controllable = true; Player.GetComponent().Idling = false; ReadyAndGo.SetActive(true); yield return new WaitForSeconds(0.55f); SFX.PlayOneShot(SFXList[5], 1); yield return new WaitForSeconds(1.7f); SFX.PlayOneShot(SFXList[6], 1); yield return new WaitForSeconds(0.5f); Player.GetComponent().Idling = false; Player.GetComponent().Startflag = true; StartCoroutine(Player.GetComponent().Movesystem()); StartCoroutine(Player.GetComponent().IdleChanger(Player.GetComponent().Idlechangerate)); StartCoroutine(Player.GetComponent().Jumpsystem()); StartCoroutine(Player.GetComponent().Fallcheck()); BGM.clip = BGMList[0]; BGM.volume = 0.5f; BGM.Play(); yield return new WaitForSeconds(0.25f); ReadyAndGo.SetActive(false); yield return null; } IEnumerator Showresult() { if (Player.GetComponent().Goalflag && !Player.GetComponent().Gameover) { Rank.SetActive(true); if (Times < 240f) { Rank.GetComponent().text = "Your Rank is:S!"; } else if (Times > 240f && Times < 360f) { Rank.GetComponent().text = "Your Rank is:A"; } else if (Times > 360f && Times < 480f) { Rank.GetComponent().text = "Your Rank is:B"; } else if (Times > 480f && Times < 600f) { Rank.GetComponent().text = "Your Rank is:C"; } else { Rank.GetComponent().text = "Your Rank is:F!"; } BGM.Stop(); SFX.PlayOneShot(SFXList[0], 1); SFX.PlayOneShot(SFXList[2], 1); } else if (Player.GetComponent().Gameover) { Rank.SetActive(true); Rank.GetComponent().text = "Your Rank is:F!"; BGM.Stop(); SFX.PlayOneShot(SFXList[1], 1); SFX.PlayOneShot(SFXList[2], 1); } yield return null; } } ---------- how I can fix this problems? I can't understand why this error occurred; I just tried 3D character move forward fast and turn(rotate) the right(or left) fast with inertial, then this error occurred. I tried to check the character's rotation, UI Image rotation, and etc, but I can't understand. please help me...

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