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Unity View frustum giving me issues

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Hi :) I have a procedurally generated mesh. The mesh is very large, and its center is at a different location than the literal center. The problem is... When the mesh center is outside of the view, the entire mesh disappears. Having done some research into this, I found out that this is frustum culling... The solution supposedly is to do mesh.RecalculateBounds. My code is actually all ready doing that, and the mesh actually used to work! However I created some code to delete about 6 tris from the very large mesh of around 128 thousand tris. All of a sudden, I am getting frustum culling issues. I even tried UNDOING the code (only the part that SETS the tris, there is some code that GETS the tris after the bounds are recalculated) and I am still having issues. I've also turned on bounds calculation AFTER I delete the tris... No effect. However, according to Unity this is not even necessary as bounds are recalculated on triangle edit ANYHOW! It would seem that Unity is not properly calculating the bounds (I actually have had issues with normal calculation as well, but I got around that using a different calculation system). Is there a way to get Unity to, A: Forsake frustum culling for this object, or B: Correctly calculate the bounds? Stupid question, but, would manually calculating the bounds of my object to surround my object work?

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