Object disappear when zooming in < URGENT!

Hi,

I really, really, really need you guy’s to help me one last time. In our game, we have a few animated objects (Motion Path animations, made in Maya) but for some bizarre reason, I can only see the animations in Unity when the camera is rather far zoomed out. When I zoom in, they just disappear. Please, someone, help us!

Do you mean the animations disappear or the objects themselves?

If the animations don’t run try checking on your gameobject file to see if “Animate Only If Visible” is checked.

If the entire object disappears, try adjusting the far/nead clipping planes on the camera

The objects themselves disappear. Thanks, but near/far clip plane doesn’t work. I can see everything in my scene, even objects that are much farther away than the animated object, but the animated object keeps disappearing. Any other idea’s?

When you play the animation does the animated object(s) disappear from both the Game View and Scene View or are they visible in the Scene View somewhere?

Uhm Scene view and Game view are the same. In the Scene view, at some point I see them and when I zoom in, they’re gone. In the Game view, I walk up to an animation (I use the First Person Controller) and when I get close, they’re gone.

What is the scale of this object? If you place it next to a default Unity Cube is it extremely small? If so adjust the scale of the object in the Asset’s import settings.

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Scale isn’t the problem. I just discovered something: if you lose the moving object (out of your sight), it disappears and doesn’t finish it’s path animation. If you at some point where you can see the whole path however, you CAN see the whole animation. Hope this helps.

I just have the same problem an i figure it out:

Just make sure that in “Skined Mesh Render” component the option “Update when offscreen” is enabled.
Also if anyone haev problems disable the option “Animate Only if visible in” Animation component might help.

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This might be a bounding box / culling issue, depending on how unity works.

Basically if you have an animated object that animates verts too far from the center of its original bounding box size, the system might cull if if the center point is off screen even though you were looking at it as it animated. Does that make sense?

Another way of looking at it:

  1. you have a mesh and the bounding box of the mesh is sits at 0,0.

  2. The verts of the mesh animate to 900,900

  3. the camera turns or moves to look at the animation however by doing so, isn’t looking at 0,0 so the mesh is culled even if its verts were on screen due to the bounding box being off screen.

I don’t know if that is actually the case for unity, but it is most assuredly the case for some engines I’ve used.

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I think you were right. I had this problem after creating a mesh and moving the vertices away from the center. mesh.RecalculateBounds(); solved the problem.

Did you ever figure it out?

just to add here for anyone coming to look for this make sure your Z is set to 0 i had mine set to -6 and had this same issue