Search Issue Tracker
By Design
Votes
0
Found in
5.3.5f1
Issue ID
842581
Regression
No
Scaled bind pose causes incorrect frustum rejection for DrawMesh
Steps to reproduce:
1. Open attached project
2. Open scene "TestScene"
3. Run scene
4. Holding right mouse button, rotate game camera and notice that once red sphere is half out of the view it stops rendering
Reproduced with: 5.3.7f1, 5.4.2p4, 5.5.0f1, 5.6.0a3
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
- [OpenGLES][XR] Zooming in on the camera's URP opaque texture causes "double vision" on Quest in OpenGLES3
- “[Worker0] Could not generate preview image“ error when opening macOS native plugin in the Inspector with Architecture to build for set to ARM 64-bit
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
Resolution Note:
Sounds like the bounds don't match anymore after the verts have been modified in the vertex shader. I recommend to create conservative bounds ahead that would still allow the mesh to scale a little. (or a lot depending on what you need.)