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I found that a similar (but different) issue happens when importing the file via glTFast - when playing back the contained animation the skinned mesh is only sometimes visible, sometimes not, and it looks like the bounds are incorrectly updated.
This could well be a Unity bug, but the original comes from Unity and plays just fine, so I'm not sure...
glTFast cannot calculate the animated bounding box (yet; see #301 ), so updateWhenOffscreen is enabled by default, meaning the bounds are calculated by Unity each frame.
Observation: The bounds seem to be invalid whenever the scale of LOD0 is animated to 0/0/0. I guess the bounds are calculated correctly, but then the 0/0/0 scale jams it.
Is that the same for the original?
Also: RootNode scale in Z is -1. Shouldn't be a problem, just logging the observation.
Interesting: I wasn't aware that LOD0 is scaled to 0 in some of these frames, that definitely contributes to the issue, and it's not the same as in the original!
Also it seems something else on my end has set "Update when offscreen" to false, so I'd say glTFast behaves correctly here. Thanks!
Describe the bug
While trying to debug
I found that a similar (but different) issue happens when importing the file via glTFast - when playing back the contained animation the skinned mesh is only sometimes visible, sometimes not, and it looks like the bounds are incorrectly updated.
This could well be a Unity bug, but the original comes from Unity and plays just fine, so I'm not sure...
Files
SkinningCullingBug-truncated.zip
To Reproduce
Steps to reproduce the behavior:
Expected behavior
SkinnedMeshRenderer should have correct bounds to prevent this from happening I guess
Screenshots
20220509-142736-ISur-Unity_F6Tf.mp4
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