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transform.position assign attempt for 'Player 1 (qa)' is not valid. Input position is { -Infinity, Infinity, Infinity }. #1
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This is a known issue with the interpolation logic, but I suppose it's good that someone finally created an issue about it here :P The errors are a result of the In the meantime, you can avoid the errors by using |
Here's a fix that i found works great: Right when we're assigning time to reach target ...
timeElpased = 0f;
float ticksToReach = (to.Tick - from.Tick);
if (ticksToReach == 0f) ticksToReach = 1f;
timeToReachTarget = ticksToReach * Time.FixedDeltaTime: I think this also a temporary fix since i couldn't think what was going wrong in here but this will work 99% of the time i think |
In our case setting |
Doing debugging, it looks like it freaks out as a client tick update occures, for example 2753 -> 2800, which causes my case to go to 4000 speed |
More debugging, it looks to occur when the to.tick equals from.tick. how to fix it i do not know |
This decision helped me: |
it tells you to make them the same I think
…On Sat., Jan. 20, 2024, 12:16 p.m. Higirayn, ***@***.***> wrote:
This decision helped me:
On the client, go to the tab : Edit -> Time -> Fixed TimeStep set the same
value as on the server (0.025)
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I downloaded the source code and when jumping i got...
transform.position assign attempt for 'Player 1 (qa)' is not valid. Input position is { -Infinity, Infinity, Infinity }.
UnityEngine.Transform:set_position (UnityEngine.Vector3)
Interpolator:InterpolatePosition (single) (at Assets/Scripts/Interpolator.cs:66)
Interpolator:Update () (at Assets/Scripts/Interpolator.cs:53)
On both i opened the main scene.
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