Frustum culling is culling text mesh that is partially inside frustum?

I have lots of single characters of text arranged in a grid formation, sometimes 30x30, each using a Text Mesh component on a different gameobject - most of the characters are off the screen. The camera is set to orthographic.

When most of each character is off-screen, the partial bit that should remain on-screen then disappears - I think that it is the frustum culling, and it is culling the text meshes a bit too early. I don’t want to disable the frustum culling because I don’t want to render all 30x30 text meshes if they’re off the screen. It doesn’t appear to cull at the mid-way point of the character, but just as the character is nearly off-screen on the top, bottom and left edges of the screen - it is visibly annoying.

Is this a bug? Any ideas what might be going on here, and how I should approach a workaround?

Sounds like it could be a bug. What version are you using?
Try rendering the bounds of the text, it should cover the whole text area:

Thanks. I’ve done some further investigation and when I render the bounding box it renders a line, not a box. I’m outputting the bounds of one of the text meshes to the console:

bounds centre (29.5, 0.2, 50.0), bounds size (5.7, 0.0, 0.0)

That explains confirms the bounding box is a line and not a box. When the line disappears from the frustum the textmesh is rightly culled. I’m struggling to work out why the text mesh bounds size has a zero Y. I’ve tried every combination of line & character spacing on the font asset and the text mesh - attached are my settings for the font asset (with the settings for the character ‘1’ exposed), and the text mesh (set to display the character ‘1’).

Can you spot anything here?

If not, is there any other way to alter the bound.size ?

Could you file a bug report and include a simple project with the problem please?

Done! Case 876653 - thanks.

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