Rigidbody Backculling? Rigidbody stops reporting velocity when behind camera

Hi, everyone,

I’ve been stumped by this problem in my 3D FPS where the rigidbody that I’m tracking for its velocity (to generate footsteps) stops reporting velocity when it is behind the camera. This happens when the scene view is hidden or when I maximize on play. So, when my camera is facing the zombie, I hear the footsteps correctly, but when I turn around, the (velocity reporting and) footsteps stop.

If the scene view is visible and the rigidbody is visible in the scene, the rigidbody doesn’t stop reporting velocity and calculates the velocities and footsteps correctly.

Is there some sort of physics backculling that happens when a rigidbody is not in scene view or in camera view? How can I change this behavior?

Thanks,

Randy.

Definitely, no. Never seen anything like that in rigidbodies (3D at least). Most likely there’s some code around your character controller that is optimizing something when the character is not visible to the camera.

Thanks for the input… after much deep pondering, I discovered the root cause of the rigidbody behavior was the animator being in AnimatorCullingMode.CullUpdateTransforms. So, I just had to set up some conditions that switched it to .AlwaysAnimate. Tada!

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