Camera culling mask problem

Posted: 10:25 AM 3 Days Ago

Hmm , been awhile , no respsonse … why me , continuing on the saga of unanswered posts.

I am still trying to find a way to explicitly occlude just the local players mesh from their Camera view. As i stated, i can do this it seems , and still see the other players characters meshes , but their meshes are losing all animation data for some strange reason… poke poke , anyone?

Hmm no reply since last nights sleep huh , lemme give this a one time bump , caus this problem is seriously bothering me :stuck_out_tongue:

Well, time for a bump, still havent found a work around for this.

I have altered the bit shift value , made sure to check through out the inspector and the scene view examining objects , and it seems as if only the correct Skin Mesh of the local player is set to the layer that the camera is set to occlude, and yet , through the culling cameras view, the local player can no longer see any animations playing on other players. But can still see the other players meshes.

O>O

I cant believe no one has bother to even give a pointer or a tip of something to look for. Wow , well i guess topic closed , no answer = no culling just local character mesh from local character cameras. ugh! :frowning:

Im starting to think i hold the record for mos unanswered threads in Unity , must have a lot of fan haters :stuck_out_tongue:

Hmm , been awhile , no respsonse … why me , continuing on the saga of unanswered posts.

I am still trying to find a way to explicitly occlude just the local players mesh from their Camera view. As i stated, i can do this it seems , and still see the other players characters meshes , but their meshes are losing all animation data for some strange reason… poke poke , anyone?

bump