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By Design
By Design in 6000.2.X
Votes
0
Found in
6000.0.29f1
6000.1.0a6
6000.2.0a1
Issue ID
UUM-90286
Regression
No
CullingGroup.SetBoundingDistances is not affected when LOD Bias is changed
How to reproduce:
1. Open the attached “IN-88361” project
2. Enter Play mode
3. Select the “Main Camera” GameObject in the Hierarchy window
4. In the Inspector window Transform section change the Position Z value to -11
5. Observe the Game window
6. In Project Settings → Quality change the LOD Bias to 2
7. Observe the Game window
Expected result: The sphere dissapears after changing the position value and reappears when changing the LOD Bias value
Actual result: The sphere does not reappear after changing the LOD Bias value
Reproducible with: 6000.0.29f1, 6000.1.0a6
Could not test with: 2021.3.46f1, 2022.3.53f1 (CullingGroup API does not exist)
Reproduced on: Windows 11
Not reproduced on: No other environments tested
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Resolution Note:
CullingGroups should not automatically adjust for LOD bias, as their distances are currently defined as absolute values. If distances adjusted with the LOD bias, they would become relative values, resulting in a significant change in behavior. While this adaptation might be useful for LOD management, it could be problematic for other use cases described in the manual, such as:
- Having 10,000 marker points in your scene and efficiently finding out when the player gets within 1m of any of them
In this scenario, allowing the 1-meter distance to fluctuate with LOD bias changes is likely undesirable.
To achieve the desired behavior with CullingGroups, consider adjusting the distances whenever the LOD bias changes, or creating a custom LOD bias setting to control CullingGroup distances. This ensures the bias implementation remains an internal detail specific to your usage of CullingGroups.
Following this bug case, I’ve proposed updates to the Quality.lodBias documentation to better clarify its scope and application.
Resolution Note (6000.2.X):
CullingGroups should not automatically adjust for LOD bias, as their distances are currently defined as absolute values. If distances adjusted with the LOD bias, they would become relative values, resulting in a significant change in behavior. While this adaptation might be useful for LOD management, it could be problematic for other use cases described in the manual, such as:
- Having 10,000 marker points in your scene and efficiently finding out when the player gets within 1m of any of them
In this scenario, allowing the 1-meter distance to fluctuate with LOD bias changes is likely undesirable.
To achieve the desired behavior with CullingGroups, consider adjusting the distances whenever the LOD bias changes, or creating a custom LOD bias setting to control CullingGroup distances. This ensures the bias implementation remains an internal detail specific to your usage of CullingGroups.
Following this bug case, I’ve proposed updates to the Quality.lodBias documentation to better clarify its scope and application.