Ok I've made a Ragdoll out of an FBX model, And Now Everytime ingame When i get near it It Disapears, And when I step Back again it Re-Appears. I Don't know how to fix it, And No It's not going to 0,0,0 on The Level.
Thanks in consideration,
-Leon
Ok I've made a Ragdoll out of an FBX model, And Now Everytime ingame When i get near it It Disapears, And when I step Back again it Re-Appears. I Don't know how to fix it, And No It's not going to 0,0,0 on The Level.
Thanks in consideration,
-Leon
You probably need to set the skinned mesh to "update when offscreen".
Did you check your Near Clip Plane on your camera? Is it set too high? It should be at around 0.3.
Thanks Everyone for the Answers but I got another version of the model only 6k polys higher, And It started working again for some unexplained reason.xD
Your issue most certainly comes from an inappropriate ‘bounding box’.
The bounding box is an actual box that encapsulates the skinned mesh renderer gameobject.
To make it so that your model is correctly rendered, without the need to use ‘update when offscreen’ (which uses resources).
This object is created based on the rest pose and root bone position, and when one of these is not ‘proper’ (in game terms), it can be setup incorrectly on import.
0- FUNDAMENTAL: make sure that your model’s scale is set to 1 (it’s 0.01 on import by default for fbx, from blender for example!)
1- inspect your game model and find the skinned mesh renderer component
2- navigate the inspector and find the ‘Bounds, Center and Extents’ boxes, and tweak them to make it so that the model is completely encapsulated
3- manually drag the object around the scene, casting against your main camera, until you’re satisfied of its bounding box
Your issue most certainly comes from an inappropriate ‘bounding box’.
The bounding box is an actual box that encapsulates the skinned mesh renderer gameobject.
To make it so that your model is correctly rendered, without the need to use ‘update when offscreen’ (which uses resources).
This object is created based on the rest pose and root bone position, and when one of these is not ‘proper’ (in game terms), it can be setup incorrectly on import.
0- FUNDAMENTAL: make sure that your model’s scale is set to 1 (it’s 0.01 on import by default for fbx, from blender for example!)
1- inspect your game model and find the skinned mesh renderer component
2- navigate the inspector and find the ‘Bounds, Center and Extents’ boxes, and tweak them to make it so that the model is completely encapsulated
3- manually drag the object around the scene, casting against your main camera, until you’re satisfied of its bounding box