If the camera were to move past the center of the object, wouldn’t the object be culled? (Actually, once it was closer than 0.1, the viewport min distance.) So two things I would look for are, if the scale of your object is very small, you could be within 0.1 of it without knowing it. Secondly, check the coordinates of the mesh. One would expect the center to be at the centroid of the mesh, but I believe it is possible to create an off-center mesh and import it in such a way that the origin is elsewhere. I don’t actually know how Unity would cull the mesh in such cases though. So treat this suggestion with a grain of salt. Nonetheless, it could explain why at certain rotations the object disappears.
As a quick test you could try to pull the camera back a ways, see if that changes the behavior.
Theres a three pronged axis button at the top of the scene view, click that so the handle centres itself on your mesh, press f to focus there, then create an empty game object and it should be at the middle of your mesh…
Targos: I already have a seperate center of view game object that I am orbiting around.
My hunch is that as the center of the mesh is currently outside itself, when this point passes beyond the camera near clipping plane the whole mesh is culled.
I’ve tested this by using models with a correct origin, but it would be nice to prove the case by ‘fixing’ the original mesh in unity.