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
- Select Dependencies context menu doesn't work properly in Project Browser
- "GPU Time Threshold" in VFX Graph Heatmap Parameters can be set to a negative value
- List of supported Platforms for 3D Templates in Unity Hub is outdated
- Light.shadowMatrixOverride is ignored when using GPU Resident Drawer
- Setting the the "PreWarm Delta Time" to the smallest value always sets the "PreWarm Step Count" to the different random values
This is a duplicate of issue #840098