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By Design
By Design in 2023.3.X
Votes
0
Found in
2022.3.12f1
2023.1.18f1
2023.2.0b15
2023.3.0a11
Issue ID
UUM-54439
Regression
Yes
GameObject with Unlit/NewUnlitShader material can't be selected when clicking on its original mesh in the Scene view
How to reproduce:
1. Open the “PickingTest“ project
2. Open the “SampleScene“
3. In the Scene view, click on the “Plane A“ GameObject outside its intersecting area with the “Plan B“ GameObject
Expected result: The “Plane A“ GameObject is selected
Actual result: The “Plane A“ GameObject is not selected
Reproducible with: 2022.1.0b1, 2022.3.12f1, 2023.1.18f1, 2023.2.0b15, 2023.3.0a11
Not reproducible with: 2021.3.31f1, 2022.1.0a16
Reproducible on: macOS 13.5.2 (Intel)
Not reproducible on: No other environment tested
Workaround: Clicking on the intersection area of the “Plane A“ and “Plane B“ GameObjects will select the “Plane A“ GameObject
Comments (1)
-
ARon_w
Nov 08, 2023 03:10
Hi,
We can try the test case in a way which the original mesh and vertex-moved result both fully in the frustum and won’t be frustum culled at all. The behaviour still happens. So I think it is not because of the renderer bounding box is frustum culled.
Why this behaviour is different on 2021.3.31f1(can select) and 2022.3.12f1(cannot select)?
Thank you.
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Resolution Note:
Picking works by rendering a very small (4px) frustum at the mouse position. It is this frustum that is used for culling. While the vertex displaced mesh may pass the scene view camera culling step, it will not meet the more precise picking frustum bounds.
This worked prior to 2022 because a bug was fixed that caused the picking pass to use an incorrect frustum for culling.
The fix for this issue is to update the bounds for the mesh that is affected by vertex displacement. See https://docs.unity3d.com/ScriptReference/Renderer-localBounds.html.
Resolution Note (2023.3.X):
Picking works by rendering a very small (4px) frustum at the mouse position. It is this frustum that is used for culling. While the vertex displaced mesh may pass the scene view camera culling step, it will not meet the more precise picking frustum bounds.
This worked prior to 2022 because a bug was fixed that caused the picking pass to use an incorrect frustum for culling.
The fix for this issue is to update the bounds for the mesh that is affected by vertex displacement. See https://docs.unity3d.com/ScriptReference/Renderer-localBounds.html.