Tilemap frustum culling does not respect a cameras cullingMatrix property

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I am trying to render tile graphics at an offset from their actual tile positions, so that the colliders and attached gameobjects remain where they are. These offsets are done with vertex displacement shaders, and so when the original tile bounds go offscreen, the tile is not rendered. I tried modifying the culling bounds of the rendering camera, and while it works for non-tilemap sprites, it doesnt work for tiles. My tilemap rendering mode is set to individual, although this does happen to tilemaps in chunk mode occasionally.

(In the following images, the left side is the scene view, while the right side is the game view)

A capsule sprite and some tiles with no vertex displacement, in edit mode. Expected behavior

Same scenario as previous image, but sprite and tiles have had their vertices moved up by 3 units, also in edit mode. Expected behavior

Same scenario as previous image, but in play mode, and with the main cameras culling matrix being set to the projection matrix of the lower, inactive camera. Unexpected Behavior, the tiles should be appearing alongside the capsule

Any help or information on the matter would be appreciated

Hi, could you file a bug report with your example project using the Unity Bug Reporter and post the case number here? Thanks!

Hi, sorry i took so long to reply, I’ve submitted a bug report with case No. 1359688

Thanks! We will check this out!