Hello,
Recently on my unity project, a weird flickering issue started to occur on my spine animation.
Below video shows the issue.
Assertion failed on expression: 'IsFinite(distanceForSort)'
Here are some information about my project:
- flickering occured when I upgraded spine-unity runtime to latest version
- other than flickering, there were some issues about not-visible slot attachments on the previous spine-unity runtime. This was the reason I upgraded the runtime to latest one.
- spine: v 4.2.38
- uses physics constraint, IK constraint, transform constraint
- does not have skin
- player character and mimic character uses same spine skeleton data
- player character and mimic character uses same animation player script
- player character has no issue on idle, move, jump, ... animations
- mimic character has serious flickering issue on idle animation(other animation seems to be fine)
I assumed the export error at first, so I tried almost every possible export options I could, but it seemed to fail. When flickering occured, following error messages were on the debug console:
Invalid worldAABB. Object is too large or too far away from the origin.
Mesh 'Skeleton Mesh': abnormal mesh bounds - most likely it has some invalid vertices (+/-inifinity or NANs) due to errors exporting. Mesh bounds min=(-2783052908462080.00, -572092753246083350528.00, 0.00), max=(6150273445658624.00, 258876969311673516032.00, 0.00). Please make sure the mesh is exported without any errors. UnityEngine.GUIUtility: ProcessEvent (int,intptr,bool&)
In order to call GetTransformInfoExpectUpToDate, RendererUpdateManager.UpdateAll must be called first.
UnityEngine.GUIUtility: ProcessEvent (int,intptr,bool&)
I searched on the forum, and found a similar discussion:
https://ko.esotericsoftware.com/forum/d/23928-mesh-skeleton-mesh-abnormal-mesh-bounds
But as i mentioned, this possibly happend when I updated the runtime.
Any kind of solution or help would be sincerely appreciated.
Thank you.