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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
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.)