Headlook/LateUpdate bone change screws up Culling

I implemented a headlook system that sets a bone rotation in LateUpdate() but I’ve noticed that now the eyes (separate meshes to body) are culled out early (disapear) if the head is rotated away from it’s default position.
Does changing bones in LateUpdate cause culling problems? Bug?

bumpty - seems if eyes say are separate meshes - they get culled based on their core-animation position not on the modified position after LateUpdate - thus problems

This is a bug with any animation that takes child objects away from their bind pose position - bug submitted (Case 386906)

Set “Update when offscreen” on SkinnedMeshRenderer. SkinnedMeshRenderer doesn’t recompute its bounding box every frame, so sometimes you get incorrect culling (especially with procedural controllers). The checkbox supposed to be used as a workaround.

thanks - that workaround will do for now