[FMOD] FMOD_CHECKATTRIBUTES : Position vector goes infinite

Just starting to appear… I checked the referenced script, turned off the 3D settings just to have another event crop up… I disable that event… and then… und so weiter… The project is set to 7.1.4 and it’s Unity 6., latest FMOD update.

[FMOD] FMOD_CHECKATTRIBUTES : Position vector { 1e+18, 1e+18, 1e+18 } is out of range.

UnityEngine.Debug:LogWarning (object)
FMODUnity.RuntimeUtils:DebugLogWarning (string) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:578)
FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,intptr,int,intptr,intptr) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:108)
FMOD.Studio.EventInstance:set3DAttributes (FMOD.ATTRIBUTES_3D) (at Assets/Plugins/FMOD/src/fmod_studio.cs:1337)
FMODUnity.RuntimeManager:CreateInstance (FMOD.GUID) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:1223)
FMODUnity.RuntimeManager:CreateInstance (FMODUnity.EventReference) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:1190)
FMOD_WaterDrop:OnTriggerEnter (UnityEngine.Collider) (at Assets/FMOD_WaterDrop.cs:25)

We recently added warnings (only in logging mode) for numbers which are out of range. Is it possible for you to clamp the values you’re sending to FMOD so they’re not out of range?

Same warning after latest update (2.02.26). This is inside FMOD code

Ah, of course, a position of 1e+18, 1e+18, 1e+18 means you haven’t called set3DAttributes on your event instance yet. Do you call set3DAttributes on your event instance immediately after creating it as specified in the docs here?

https://www.fmod.com/docs/2.03/unity/api-runtimemanager.html#createinstance

Problem that this warning shows in CreateInstance. surely i call set3dattributes after CreateInstance.
Look at attached callstack it shows problem directly

Oh, I see. Yes, that appears to be a problem on our end. Can you try this workaround please? Edit Assets\Plugins\FMOD\src\RuntimeManager.cs and change every instance of 1e+18F to be 1e+17F instead. There should be 7 places you need to make that change. Does that suppress the warning spam?

Yes

Thanks Andrew! This seems to indeed have solved the issue. I’ll not mark this as solved just yet though, as I’ve only had time to test this very briefly. However, if @RevenantX finds that this fixes it for them also I’d suggest changing this to solved.

Good to hear the workaround is working for you. We’ll fix it in our next release.

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Thank you for this workaround fix. This error was driving me insane. I spent countless hours trying to figure out what was out of range. I’m glad I decided to look it up online and found this thread.
I applied the fix to my FMOD source files and it also fixed it.