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stat:importedStatus - Issue is tracked internally at UnityStatus - Issue is tracked internally at Unitystat:reply-neededAwaiting reply from Unity accountAwaiting reply from Unity accounttype:bugBug ReportBug Report
Description
Description
Reproduce Steps
- Setup a project where you can easily apply
NaN
position to aNetworkTransform
. - Build that project and launch two players, A and B.
- Connect player A to session C.
- Set
NaN
position/rotation to player A's transform. - Connect player B to session C.
- Notice errors in console and rendering breaking (rendering breaks in builds).
Expected Outcome
NaN
position/rotation is not replicated to clients.
Screenshots
This is a video demonstrating the issue, Editor on the left, Build on the right. Note, its not possible to set NaN
positions in Editor, only in builds (also sorry for long video, bad internet today):
2025-10-02_01_52_33_Unity.mp4
Environment
- OS: Windows 10
- Unity Version: 6000.0.58f1
- Netcode Version: 2.5.0/2.5.1
- Netcode Topology: Distributed Authority
Additional Context
In my case I encountered an issue where a client spawns a Rigidbody inside themselves in a Standalone VR game. Once this happens game, the player's position becomes NaN
(don't ask how, took a really long time to figure this one out π
). When this happens, other clients start getting error spam on their end due to NetworkTransform
replicating NaN
.
NoelStephensUnity
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stat:importedStatus - Issue is tracked internally at UnityStatus - Issue is tracked internally at Unitystat:reply-neededAwaiting reply from Unity accountAwaiting reply from Unity accounttype:bugBug ReportBug Report