A model with animation does not work in bounded mode, but works in unbounded mode

I have a model with animation that plays correctly when I set the volume camera to unbounded mode, everything is good when I observed it in Play to device on Apple vision pro. In bounded mode, I tried just put my model there, and the model can be rendered, but when I applied it animation then hit play, the model showed on Unity Scene and game view, but it disappeared on Play to Device

I’ve tried these but none of them solved my problem:
1.Adjust skin mesh
https://docs.unity3d.com/Packages/com.unity.polyspatial.visionos@0.6/manual/FAQ.html#q-skinned-meshes-are-not-animating
2. Set the bound boundary to be very large to ensure that the model is within the bound.

Hello,

I’ve seen something like that before when the animators have not been set to AlwaysAnimate - the other two culling options are not supported and may result in undefined behavior. If everything has already been set to AlwaysAnimate, and things still don’t work, it may be another issue. Does it work if you just make a build to the device? Are these skinned mesh renderers parented to any game object in particular, or are they top-level objects in the scene graph?

I find it easier to debug skinned mesh issues in VisionPro by toggling the Axes debug visuals in Xcode (see attached picture for where you can find this setting). The bones will show up as axes markers, and that will at least tell you if the model is within the bounds of the volume camera and whether they are being animated properly.

If building and deploying to device still results in invisible models in bounded mode, please submit a bug report and a small repro project so we can take a closer look at this issue.

Hope that helps!

I checked that they are AlwaysAnimate. Could you provide me a portal where I can report this?

There are some instructions for bug reporting here. It would be great if you could also post the incident number (IN-#####) here so that we can find the report directly.