0 votes
by (8.2k points)
edited by

Mesh/Objects disappear from scene view based on view angle/position. Any Fix?

Why my Game object mesh disappears when the camera is near the game object?

I've tries pressing 'F' on various objects to adjust the view planes. I've also tried zooming out and panning in.

Also, every thing is fine when the terrain is mostly flat.

This is a real pain for me because I want to be able to get a close view of the terrain/chunks.

Also, just to make it clear. The scene view is the problem.

The meshes elevation was done outside the shader, but anyway recalculating the meshes bounds was the solution.

1 Answer

0 votes
by (8.2k points)
edited by
  1. Its called frustum culling and you are either using a vertex offset in the shader to create the elevation of you messed up the bounding box of the mesh. try Mesh.RecalculateBounds and see if it fixes it.
  2. Set your Main Camera :-Camera(Select) → projection →clipping Planes (put this number less, like 0.01 works).
  3. The point is that the skinned mesh's bounding box does not move along with the animation. In the screenshot, you can see that during the animation, the bounding box is much higher than the hair model. This causes the hair to disappear in line of sight if the bounding box is off-screen.
  4. I know that you can change the effect if you click "Update When Offscreen", but this does not correct the cause of the problem and increases the load on the system.
  5. I tested it on another model - from Mixamo Fuse. The hair bounding box moves with the head during the animation. Why doesn't the model from Makehuman do this? Could it be animation retargeting? All bones are set correctly.
    • Human model from Make human, animation from the Mixamo website. The character rig is Humanoid and exported in T-pose. I tried to reset the scale of the root object and all meshes to 1 in the 3D editor before importing into Unity, but this does not affect anything. I don’t understand what’s the matter.
  6. This happen when RenderBounds value is left at default as it has 0 size/extent hence making your mesh a mere point for the frustum culling system.

TechXR runs courses in AR / VR / Metaverse / Game Development. Some of the popular Q&A in our courses are available here for easy discovery.

113 questions

117 answers

8 comments

99.7k users

...