Broken rendering/culling at 10k units from origin

Hello,

I am creating a large world game spanning over a large distance, i can choose any size so this 10k cap is not a huge burden however it stops me from expanding over 10k units, i have tested at ±15k units. Normal game objects will render normally.

So this bug essentially stops rendering all ECS entities when looking away from origin at and beyond the 10k limit. I think the issue would be based on some kind of math breaking down but im not sure where. The rendering issue only occurs when looking in the direction of a very distant virtual plane and is not a static breakdown of rendering.

(see video for visual)
It takes the shape of (you in the center) of a sphere with the (direction away from origin) part of the sphere refusing to render anything. Imagine cutting away all but the top polys of a sphere, thats the part that does not render.
As you move further away it expands to encompass your horizons so half of the sphere. I was not able to test further as nothing was rendering for me to see where i was.

This situation is more complex as there is, (close to the edge boundary than off into the distance) there exists a ring of non-rendering separated from the main top of the sphere by a ring of rendering. (confusing terms to explain)

Does anyone know what this is, if it can be fixed or if i should wait. Is it a bug?

There was another guy who had the same problem over long distances and at certain angles. Apparently it was the culling system malfunctioning. It’s a bug within Unity so there’s not much you can do except wait for a fix.

Try searching for a thread with ‘asteroids’ and you’ll probably find the other guy’s issue.

2 Likes