Mesh culled which isn't intended.

Hello, I use 2019.4.12 with HDRP and I download a model from mixamo.

And I use blender to seperate arm for FPS.

And I get below.

When I get closer to both arm it culled and it happens when animated.

I didn’t touch anything about culling. What am I missing?

Well, I can’t really see anything in the image your provided. Are you sure your mesh is culled and not just clipped at the near clipping plane of the camera? So does the mesh disappear completely? If that’s the case you should enable updateWhenOffScreen on your SkinnedMeshRenderer.

Culling happens based on the mesh’s localBounds. Usually Unity calculates the bounds based on all animations so it’s large enough to cover all animation states. However if the animations are loaded seperately that probably won’t happen. When you tick updateWhenOffScreen Unity will recalculate the bounding box every frame so you get an accurate representation. However the mesh should always render anyways you can manually set a bounding box large enough so it will always intersect with the viewing frustum.