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MT Random Object Float Bug
Came across this bizarre bug in the Mersenne Twister Random Object when doing my solo ClickJam at home.
When using it to generate a random Float and then using that number for the scale of an active, the Active disappears on iOS device! It actually hung my original app, perhaps because I was using a fast loop at the start of a frame, or because I was using the number directly, rather than in an AltVal, but trying a little test app shows the problem (see attached example)
Whilst there are workarounds, it would be great to have this fixed (Took me a while to track down the problem!)
Seems like months since we've had a new Beta (hint, hint!)
Update - setting the scale to the random float value directly, then reading it back as the Active's scale X, results in 'inf' - so looks like there's a problem with MT random object using floats OR setting scale of Actives on iOS!