3D Objects, especially if scaled big, dissapear if the middle of it is not visible for MainCamera

This is a common problem, that happen in any game engine. If I look at the arm of a bigger scaled character (because of everything in project has same scale), the body is not rendered resulting in disappearing the arm too. How to not make 3D models disappear, especially characters, for example if even I would only rotate the camera so I only can see the fingers on screen? I think I need to force render an object, even if it is behind me?

And how do I make a collider for characters, that are animate idle? Since apply a meshcollider only work on .obj. I want a collider the same like the visible model.

is that happening inside editor or inside build?

some reasons why model might disappear:

  • Scene or game camera near clipping plane cuts the model (pressing F key to frame object in scene usually helps)
  • or you are viewing model from inside (cannot see backfaces in most shaders, unlike 3ds max or blender that automatically usually draw the back faces)
  • if mesh has invalid bounds, then visible mesh can disappear even when it is inside camera view
  • some culling methods or plugins will hide objects based on what they see or how they are baked

collider:
Could try adding colliders on the parts (like head would have separate collider, and it follows moving head)
same for Arm, or fingers… (although they wouldnt bend, so each finger joint/bit needs separate small collider)

you can bake skinnedmesh, to create same shape and use as collider, but that would be too slow

I don’t think collision is relevant here - I believe you’re dealing with potentially incorrect mesh bounds.
If you look at the Skinned Mesh Renderer component, there are two things you’d might want to investigate:

  • Whether the bounds are correct. See the Center and Extent, and look at the scene view’s gizmos (should be a white wireframe cube) to make sure it encapsulates your model.
  • Check “Update When Offscreen”. Note this has a performance cost.

What ever “Center and Extent” means, it fixed the problem to be able to see a 3D object at any angle by setting the number of all 6 inputs to at least something starting with thousand.

As a side result, the “thing” (See photo, what is that called?) to move objects is very far away. But I´m fine with that.

9210771--1285371--1.jpg

In order for the camera to know whether to render something (a “Renderer”) it checks to see if its Bounds are within the Camera’s frustum.
That’s what those Center and Extent mean - they’re the defining boundary of the renderer.
By setting them to be in the thousands you’re basically “tricking” Unity’s camera into thinking that model is visible EVERYWHERE in the world. That would work, but will have a performance impact.
I would generally encourage to try and understand why it doesn’t work, instead of resorting to “hacks” - however if you’re happy with the “solution” then that’s also something :slight_smile: