Search Feedback

30
votes

Use the Bounds box provided by MeshRenderer.additionalVertexStreams for culling

Graphics

-

-

As of right now, modifying a Mesh's vertices with the new additionalVertexStreams is kind of useless for large deformations, because new renderer bounds can not be set. For example, a squishing or bouncing animation that is partially outside the original Bounds will be culled too soon when panning the camera. This can be resolved by allowing additionalVertexStreams to provide a replacement Bounds.

Your opinion counts

Help us make things better. Share your great idea for improving Unity or vote for other people’s.

Log in to post a new idea

Categories

All

(9242)

2D

(233)

Ads

(42)

AI & Navigation

(70)

Analytics

(103)

Animation

(318)

Asset Store

(234)

Assets

(493)

Audio

(158)

Cloud Build

(98)

Collaborate

(33)

Docs & Tutorials

(202)

Editor

(2137)

Everyplay

(13)

Game Performance Reporting

(15)

General

(825)

Graphics

(783)

GUI

(371)

Input

(147)

Licensing

(76)

Networking

(163)

Physics

(346)

Platforms

(407)

Profiling & Optimization

(71)

Runtime

(164)

Scripting

(1030)

Terrain

(151)

WebGL

(132)