View Frustum Culling Problem

Hi,

I have a problem viewing a mesh in Unity:

When viewed from certain angles, the camera will cull the entire mesh, even if a face is totally inside of the view frustum of the camera.

I am attaching three screenshots illustrating the problem. In these, both the mesh and the camera are in the same place, and it can be seen that rotating the camera causes the mesh to be culled or not.

I already tried reducing the camera’s near clipping plane, and it doesn’t work. It’s the whole mesh that is culled.

Thanks in advance.

Is this mesh using a skinned mesh renderer? If so, try using “update when offscreen”.

–Eric

Hi Eric, no, it’s just a regular mesh, but thanks anyway mate :).

I forgot to mention, the mesh isn’t built from an asset, it’s created procedurally. Maybe Unity uses some sort of default ‘bounding box’ for culling procedurally built meshes?

Winding order?

Aha…do a Mesh.RecalculateBounds() after the mesh is computed.

–Eric

1 Like

Thanks!!!

Mesh.RecalculateBounds() works perfectly! :smile: