essentially at certain angles the hand/arms models just disappear. they are in a gameobject directly attached to the main Camera.
Just using the unity asset pack first person controller right now.
the arms seem fine in the Scene view, but are flickering in the Game view. I have tried playing around with the directional light, and I don’t believe (?) lighting is the issue.
I’m pretty new in regards to using models/meshes so I’m not sure if there’s something glaringly obvious I missed.
and apologies, I tried searching but maybe I suck at naming the terms.
I had a similar problem before, where a mesh that had it’s pivot far away from the vertices would disappear once the pivot was out of the camera’s frustrum.
@Cherno Thanks, that was actually enough for me to go off of.
I changed the way I was initially rotating the arms by rotating a parent object instead and the result seem much better
In order someone will find this in the future I leave it here when this happened you went to, your mesh which is flickering look in the inspector under skinned mesh Renderer and check the “Update when offscreen” that should solve the problem
Occlusion Culling can also cause this.
I had a UI vanish when I tilt my head down below 60° in a VR project.
Turning off the occlusion culling on the UI camera fixed it.
If its a skin mesh renderer this can happen due to the meshes bounds. This can be fixed by viewing the component in the inspector and clicking the edit bounds button. You’ll see in seen view there is a bounding box around the skinned object with points in the center of each of the boxes faces. Those points can be dragged outward to help with camera clipping.
I’m having a similar issue as the original post with Unity 2020.3.1f1 & URP where a bunch of stuff in my scene flickers or disappears when the camera is facing certain directions. Both dynamic and static meshes. This started happening as soon as I updated my project from Unity 2019.4 to 2020.3 LTS, and no modifications were made to the scene recently.
^This does stop the mesh from flickering, but what if I want to use dynamic occlusion? This isn’t really a solution.
If your mesh uses skinned features, so be sure to edit correctly the bounding box into inspector skinned mesh renderer properties. For optimization i humbly suggest to not update them when offscreen.
Have a good live!
It could also be that the occlusion data is out of data. I encountered the issue when I had moved objects to new positions but did not update the baked occlusion data (Window->Rendering->Occlusion Culling). Hence objects disappeared at random camera angles. Just clear the baked data or re-bake.
I currently have a version of this problem in 2022.2…
It’s not a clipping issue, my camera is set to 0.1 and the far clip to 90000. Lowering the farclip to 10000 or even 5000 does not solve the issue.
It has nothing to do with occlusion culling, the problem occurs whether this is set or not.
It has nothing to do with dynamic occlusion culling, the problem occurs whether this is set or not.
I have not set any custom render bounds, or modified any meshes… everything is default
It has nothing to do with whether the object is static or not. This does not change the outcome.
None of the above fixes work.
EDIT [SOLVED]: For anyone with a similar problem to mine. It’s a bug, the camera is broken, possibly by putting in clipping values that are too small or too big (or both). The solution was to delete and remake the camera. As described here: [SOLVED] Screen position out of view frustum page-2#post-8691885