@Gregoryl
Below a Collider anomaly which has caused an anomaly for Deoccluder at CM3 and CM2:
https://vimeo.com/893556454
(Reported by Ian B. @ Pulse college of Dublin)
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We created a Maze/Room (Mazer) procedural generator for my students games and of course I created single Mesh walls + DoubleSided Shaders and all worked!
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The Mesh Collider, for as far as I could have tested by now, is meant for Meshes which enclose a volume with outwardly pointing Normals. All works. Since they enclose a volume then rectangular walls are the main stable of all walls at Unity 
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We cannot afford such walls since we are programming curved Maze/Room (Mazer) and turning them into a volume enclosing regions doubles the triangles+curved surfaces are difficult to deal with for such operations. Therefore we left the single Mesh walls as we computed them
4. Since the Mesh Collides are one-sided, then CM Deocculder also works one-sided! So I did not call this a bug instead called anomaly
For all we know you already have a solution for this, but we are reporting it nonetheless.
- I have already tested some non-Collider Ray-Casting workarounds which we could discuss if&when
Darragh
And please forgive my awkward texture maps, did not have time to ask students to place their “normal” texture maps 
In CM3 samples we noticed you had only used boxed regions and all works of course.
Heyyoo 
Cinemachine only uses the result given by the collider there is not much that could be done to go around that on our end. In most use cases double sided faces have a lot of limitations like in this case for physics collisions but also with some other graphic features like lighting, occlusion.
In general I wouldn’t advise doing a level with that unless there is a specific need to do so. Often it will create more problems than it solves.
That being said there are a couple of solutions to this issue if you absolutely need it. On your mesh collider you have a setting called Mesh. If you feel saving the double face triangle is a must, you could create a separate mesh specifically for collisions that would be double sided import it and add it to the mesh collider.
Let us know if that helps 
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Thank you and kind of you to spend time on this. I will try this Mesh option but know that we are now about 2M triangles and 30 fps which needs to be more like 60 fps for our purposes.
If I understood this option correctly then it doubles the number of triangles, correct?
The mesh option I suggested will not affect your triangle count if you export the collision mesh separately.
In the end you need 2 meshes:
- One for rendering. You don’t need to change this one.
- One for collision with one face per side.
Also if your triangles count is becoming a problem you could also check this to optimize them.
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