meshes disappearing at edge of screen

My meshes are disappearing on certain angles when they get to the edge of the screen. Previously they were rendering fine.

The problem does not occur when objects are very close to the camera.

This happens on all meshes, both game objects and terrain.

  • 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.

I think it might be a bug (I’m using the latest version 2022.1f1) but wanted to check whether someone has a solution first.

I solved the Camera culling problem.

It was the result of a broken camera, I think somehow the frustrum was permanently broken by putting in very large or small clipping values (so a bug basically). The solution was to delete the existing camera and remake it.

The thread with the solution is here: https://forum.unity.com/threads/solved-screen-position-out-of-view-frustum.60851/page-2#post-8691885

Deleting and remaking the cameras also fixed my worldtoscreenpos problem that I encountered here:
https://forum.unity.com/threads/calculating-world-to-screen-projection-manully.1197199/#post-8689860