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Question by hurjm1006 · Oct 18, 2020 at 06:36 PM · meshcullingskinnedmeshrenderer

Mesh culled which isn't intended.

Hello, I use 2019.4.12 with HDRP and I download a model from mixamo.

And I use blender to seperate arm for FPS.

And I get below.

alt text

When I get closer to both arm it culled and it happens when animated.

I didn't touch anything about culling. What am I missing?

webpnet-resizeimage.png (263.8 kB)
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Answer by Bunny83 · Oct 18, 2020 at 06:54 PM

Well, I can't really see anything in the image your provided. Are you sure your mesh is culled and not just clipped at the near clipping plane of the camera? So does the mesh disappear completely? If that's the case you should enable updateWhenOffScreen on your SkinnedMeshRenderer.


Culling happens based on the mesh's localBounds. Usually Unity calculates the bounds based on all animations so it's large enough to cover all animation states. However if the animations are loaded seperately that probably won't happen. When you tick updateWhenOffScreen Unity will recalculate the bounding box every frame so you get an accurate representation. However the mesh should always render anyways you can manually set a bounding box large enough so it will always intersect with the viewing frustum.

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avatar image hurjm1006 · Oct 19, 2020 at 05:48 AM 0
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Thank you! It works when updateWhenOffScreen enabled.

By the way, do you know how to set manually a bounding box to mesh? Because I think it may takes some overhead if updateWhenOffScreen enabled.

avatar image Bunny83 hurjm1006 · Oct 19, 2020 at 08:26 AM 0
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Well it should work when you do:

 var smr = GetComponent<Skinned$$anonymous$$eshRenderer>();
 smr.localBounds = new Bounds(smr.localBounds.center, Vector3.one*10000f);

If not you can try setting the bounds of the mesh itself

 var mesh = GetComponent<Skinned$$anonymous$$eshRenderer>().shared$$anonymous$$esh;
 mesh.bounds = new Bounds(mesh.bounds.center, Vector3.one*10000f);
avatar image hurjm1006 Bunny83 · Oct 20, 2020 at 04:52 AM 0
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Great! Thank you so much!

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