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Fixed in 2020.2



Found in




Issue ID




DrawProcedural with infinite bounds doesn't render when instance is at edge of viewport



Reproduction steps:
1. Open the project from the attached file ""
2. Enter Play Mode
3. Adjust the Main Camera so that the rendered cube is at the edge of the Game View, but still visible
4. Inspect the Game View

Expected result: The drawn instance is rendered when it's at the edge of the viewport
Actual result: The instance is not rendered when it's at the edge of the viewport

Reproducible with: 2017.4.38f1, 2018.4.19f1, 2019.3.5f1, 2020.1.0b1, 2020.2.0a2

- Reproducible with HDRP, URP and Built-in render pipelines
- Reproducible with Direct3D11, OpenGLCore, Metal graphics API
- Also reproducible with Graphics.DrawMeshInstanceIndirect(), Graphics.DrawMeshInstancedProcedural(), Graphics.DrawProceduralIndirect()
- Reproducible with all Vector3 static properties as the dimensions of the bounds

  1. Response avatar

    Resolution Note (fix version 2020.2):

    When rendering objects with non-finite bounds the bounds are reset to zero. As a result of this the object gets culled when the center leaves the camera frustum (the extends are zero). To communicate this I have added the following warning message when the bounds get reset: "The bounds contain one of the following values: NaN, float.PositiveInfinity, float.NegativeInfinity. All values in bounds are reset to zero.".

    Fixed in 2020.2.0a8

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