Search Issue Tracker
Duplicate
Votes
17
Found in
5.6.0b1
Issue ID
872258
Regression
No
Occlusion matrix doesn't start at the same location as the clipping plane
Reproduction steps:
1. Create a new project
2. Create a camera in a scene with occlusion culling baked.
3. Go to Occlusion > Visualization > Visibility lines.
4. Increase the near clipping plane distance to a larger number so it is more visible.
Result: Occlusion matrix doesn't start at the same location as the clipping plane
Reproducible on: 5.4.4f1, 5.5.1f1, 5.6.0b5
Tested on Windows 10
Comments (8)
-
Peter77
Oct 09, 2017 11:04
-
MCudlitz
Sep 16, 2017 05:43
This also isn't a "cosmetic" issue, it makes the scene literally not render. At all.
-
WildStyle69
May 31, 2017 06:17
Agreed - this needs to be fixed ASAP, please. :)
-
UGTools
Apr 17, 2017 22:52
This has been reported for such a long time already. I'm trying to use an oblique matrix as projection for reflections and there is no way I can get occlusion to work properly with it. Really annoying.
-
PhilippG
Apr 11, 2017 06:13
Yes, I'm currently trying to work out a oblique culling matrix, this bug makes it pretty impossible for me.
-
MCudlitz
Feb 18, 2017 07:20
Super unhappy with this, it makes optimizing anything other than a standard camera nigh impossible.
-
radicalEd
Feb 17, 2017 18:48
this is a really annoying bug that's been plaguing Unity for some time
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [FrameDebugger][WebGL] Frame Debugger does not display any data when running WebGL build
- Selected Sample Stack remains showing in the Profiler when the frames are cleared and there is no data to select
- Touch inputs stops registering after 20-100 touches in the Device Simulator view
- Errors are thrown and builds fail when any Il2CppSetOption is set
- Selection is not updated when itemsSource is filtered in MultiColumnListView
This is a duplicate of issue #840098