I’ve been developing a Unity project in Mac for some months, and now I’ve opened it on Windows and there’s lots of visual problems. My code manually readjusts the camera near and far planes each frame, in order to preserve maximum precision. While this works fine on the Mac, on Windows some things are clipped (while the near/far have the same values).
What could cause this, differences between DirectX and OpenGL?
I’m not quite sure why the clipping planes would be so different between the two. Unless someone can think of a better solution. the only workaround I can think of at the moment is to use platform dependent compilation: