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I have this character (from Mixamo), and esp on Mac and Web builds, he disappears when too close to the camera (PC much better). And by too close, I mean like 2 meters. And by Skinned Mesh I mean that all other rendered objects are just fine even very close. I attached a sphere to the character, which I can see just fine at any distance, even when the character mesh is invisible. I already set the near clipping on the camera to be pretty small. I don't see any special clipping settings for skinned meshes. Any ideas?
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From Warwick Allison's hint, I looked into this bounding stuff, and found if I turn on 'Update When Offscreen', run, it fixes it. I can even turn that off again and it's better. My character's eyeballs (which I did not add, came with the model) then disappeared, but I was able to pull the same trick by turning on 'Update When Offscreen' for both of them too. Just note that, depending on how the object is used, that's an expensive option to enabled (doesn't matter of course if this is the player character, but updating off-screen NPCs would be unnecessary cost). So I'd be tempted to keep looking for a different solution, or use the new feature of Unity 3.4 to adjust the bounding box by hand (I've not tried it).
Aug 18 '11 at 01:21 AM
Waz
Right. What I'm saying is, I turned it on, ran it, then turned it off again. So it fixed the on-disk version apparently. I was able to turn off 'Update When Offscreen' and it works just how I want. It would be nice to have a 'fix bounding boxes' one-time button though.
Aug 18 '11 at 01:40 AM
DaveA
Thanks Dave!
May 14 '12 at 09:26 PM
cowlinator
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In Unity 3.4, you can see the actual bounds of the mesh as a white AABB. Does this box look correct for your model? I've certainly seen things like this, and it is always because the bounding box is not what it should be, usually because a child has been moved beyond the precalculated BB of the skinned mesh (which is precalculated, I believe from the animations), such as by having the ragdoll bodies not moving a bone with the SkinnedMeshRenderer attached.
I was just gonna say, I can see it if I look at its feet (where the transform root of it is). So that sounds likely.