Fustrum Culling Bug - Draws renderers outside of it.

(This is a duplicate of a thread in General, didn’t receice enswers there, will delete the original soon)

I’m drawing procedural geometries, recalculating the bounds, made a script to show the new generated bounds.

Moving an object with a camera around the scene I noticed that renderers with bounds way outside (30/40 dist) from the camera fustrum are still rendered. (This are not even close to the fustrum).

I disabled all the shadows and tried also disabling receive shadows on the new objects.

Looks like fustrum culling is just failing and trying to draw outside of the camera fustrum.

(No object is casting or receiving shadows).

The new renderer/mesh bounds are correctly drawn in the test gizmos I made.

Camera is perspective, relatively short clipping plane(5-50).

I tested by FrameDebugger… by Checking calls/Trings and by a custom script that calls Renderer.isVisible();

In the picture you can see the camera fustrum, In red the obj outside of it, in blu the bound box of the renderer/mesh. Consider also the fustrum looks way down, it is at least 30m away from the object at ehe closest point, the object has no childs.

Position is around(200,0,200) to (800,0,800 from world origin. 6K/9k mesh.

P.S. Tests done in play mode (no scene camera involved).

Please don’t make duplicate threads and yes, you’ve received lots of replies. You cannot delete threads, you can however asked for them to be moved.

I’ll move the other thread here and close this.