hi i’m working on a fps game and i improted some fps hands and they where properly imported with animations and everything, now when i play for some reason the model flickers dissapearing for a second and then reapears.
what could be causing this problem??
i know it’s not the animations i double check and they are correctly animated. it’s the actual mesh dissapearing.
I would like to know this also.
Only thing I can possibly think of is your MainCamera near clipping plane is clipping the hands. See what happens if you make that number lower.
May not be related but I saw the same behavior before, double check at runtime if your material or shader changes. As an example: when I saw this, my shader was changing to Transparent at runtime.
Now, to be honest I didn’t find the resolution as I ended up using a different algorithm and the problem went away so I didn’t need to troubleshoot it. At the time I was using a specific method of instantiating multiple gameobjects which shared the same material. I suspect my code was a little sloppy at the time and was causing this change.
Some code examples will get your problems resolved a lot faster - theres a lot of sharper cookies here than me ![]()
Good luck,
Souperdave
My original post which got no response (and I had submitted no code) ![]()
http://forum.unity3d.com/threads/77053-Adding-BoxCollider-to-Transform-at-runtime-causes-transparent-texture
Yeah I just found the answer, under the mesh settings I had to check to make sure it draws the hands when offscreen so it works