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This question was closed Oct 06, 2015 at 03:54 PM by Dave-Carlile for the following reason:

Duplicate Question: http://answers.unity3d.com/questions/36446/disable-frustum-culling.html

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Question by zarrro45 · Sep 30, 2015 at 05:42 PM · culling

Completely disable culling

Hello!

I've been working on an update to an older system called OpenRelativity and I thought we had completely disabled culling, but apparently not. The system does some really heavy lifting in the vertex shader, which moves objects according to the Lorenz transform. That all works fine, but sometimes objects that in the Scene view look like they should be visible are completely invisible to the camera.

In our shaders, I have Cull Off to make it never cull the objects, and I'm also hacking the mesh boundaries to be enormous so that frustum culling still shouldn't remove them from the scene. However, looking at these two pictures: http://imgur.com/a/MW5YI

Hopefully you can see that those objects should be visible in the lower screen, but are culled for some reason.

Any suggestions would be super appreciated!

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avatar image Dave-Carlile · Oct 06, 2015 at 03:50 PM 0
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This is potentially a duplicate of http://answers.unity3d.com/questions/36446/disable-frustum-culling.html

Take a look at that and if it helps we can close this as a dup.

avatar image zarrro45 Dave-Carlile · Oct 06, 2015 at 04:42 PM 0
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Go for it. This question is basically worthless, as it was entirely my mistake.

avatar image zarrro45 · Oct 06, 2015 at 04:42 PM 0
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Go for it. This question is basically worthless, as it was entirely my mistake.

avatar image zarrro45 · Oct 06, 2015 at 04:42 PM 0
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Go for it. This question is basically worthless, as it was entirely my mistake.

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Answer by zarrro45 · Oct 06, 2015 at 03:51 PM

Never mind. It was my fault, fixed the rendering bounds hack to actually function. It just wasn't running in the function I had.

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