skinned mesh visibility

I was doing some performance tests. Interesting is, that skinned mesh is for camera visible even if it is behind camera, number of visible skinned meshes is constant, no matter of camera view area. Such “hidden” meshes are making no draw calls (good), but they still lowering framerate almost exactly like they are in front of camera. Bug? Or am I doing something wrong?

you potentially the “update when offscreen” checkbox in which case they don’t care if they are in front, behind or side by side to the cam

I have “animate only if visible” checked, Update When Offscreen is turned off. This was first I was checking.

and you ensured that its 0,0,0 point and bounding box are off view? Its rather common that models are incorrectly animated so that the 0,0,0 point is not at the point of animation but that the animated objects moves away from 0,0,0

I will check this, thanks. Anyway animation is on one fixed place, there is no walking/moving…

So this is OK too.

I tried totally different model from some content pack and same problem. Model can be behind camera on the other end of scene and still is counted as visible (and animates).

How do you know that it animates? Are you looking at it with scene camera? If so, then it’s the reason why it’s not culled. Scene camera is treated just as another camera in the game (while you’re running in the Editor).

Well, when I saw that even mesh behind camera is counted as visible (i know how much skinned meshes i have in front of camera), I opened editor window during play and saw it animating. So even if editor view is counted as camera, that skinned mesh was visible before.