Search Issue Tracker
By Design
By Design in 2023.1.X
Votes
0
Found in
2021.3.5f1
2022.1.8f1
2022.2.0a18
2023.1.0a2
Issue ID
UUM-7650
Regression
No
Wireframe mesh flickers when cursor is in Scene view
How to reproduce:
1. Open the user-attached “Flicker.zip” project
2. Open the “SampleScene” Scene (Assets/Scenes folder)
3. Move the mouse over the Scene View or move around in the Scene
Expected result: The Wireframe mesh is not flickering in the Scene View
Actual result: The Wireframe mesh constantly flickers in the Scene View
Reproducible with: 2020.3.40f1, 2021.3.12f1, 2022.1.20f1, 2022.2.0b12, 2023.1.0a15
Reproduced on: macOS Monterey 12.0.1
Not reproducible on: Windows 10 Pro
Note:
- On 2022.1, 2022.2, and 2021.3 the Wireframe Mesh flickering is not as obvious (harder to see)
- RP packages are being used in the project, but they have no effect on reproduction
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
- Out-of-bounds memory access with multiple CanvasRenderers under a Canvas when using Mesh API
- Inspector tries to access file after it was deleted when the file was locked in Inspector window
- Changing Transform values in Search window Inspector loses focus while dragging and stopping mouse without releasing dragging action
- Saving changes on the dirty VFX Graph during the Play mode throws "The referenced script (Unknown) on this Behaviour is missing!" warnings
- VFX Graph Debug Info overlaps the "Initialize" block debug info by default
Resolution Note:
The issue here is z-fighting, and it occurs because multiple surfaces in the mesh are almost at the same position. As a result, which surface is considered the closest to the camera comes down to rounding errors, and can change with small camera changes, and be different for every pixel. As such, it is a content issue, not an engine bug.
Here are some ways to address or minimize the issue:
- Make sure back-faces are not rendered. To do so, it should be ensured that blackface culling is enabled in the shader. It should also be ensured that the faces are correctly set and exported as single-side in the modeling software
- Adjust the near/far planes of the camera. Both increasing the near-plane distance, and decreasing the far plane distance can help with depth buffer precision. For the player, this can be done in the camera settings. For the editor scene view, this can be done in the scene view camera settings (see https://docs.unity3d.com/Manual/SceneViewCamera.html)
Resolution Note (2023.1.X):
The issue here is z-fighting, and it occurs because multiple surfaces in the mesh are almost at the same position. As a result, which surface is considered the closest to the camera comes down to rounding errors, and can change with small camera changes, and be different for every pixel. As such, it is a content issue, not an engine bug.
Here are some ways to address or minimize the issue:
- Make sure back-faces are not rendered. To do so, it should be ensured that blackface culling is enabled in the shader. It should also be ensured that the faces are correctly set and exported as single-side in the modeling software
- Adjust the near/far planes of the camera. Both increasing the near-plane distance, and decreasing the far plane distance can help with depth buffer precision. For the player, this can be done in the camera settings. For the editor scene view, this can be done in the scene view camera settings (see https://docs.unity3d.com/Manual/SceneViewCamera.html)