Custom-made mesh getting getting occluded at odd angles

I’m trying to create a holographic ring-shaped mesh using a script. (think a sideways ladder looping around in a circle). The mesh seems to be generated fine and the normals also seem correct. For some odd reason, the mesh becomes invisible at angles where it should still clearly be in view.

This mostly happens when the camera is on the inside of the ring. My understanding was that as long as the triangles are clockwise with respects to the camera, the face is visible. In any case, every face has a clockwise and counterclockwise triangle so it should be visible from both sides.

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Does anyone have an idea of how to fix this so that the mesh faces are viewable at all angles?

Update the mesh bounds.

That was exactly it, thanks so much!

For anyone else who discovers this, Unity even includes a helpful mesh.RecalculateBounds() function.