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

(9482)

2D

(245)

Ads

(45)

AI & Navigation

(74)

Analytics

(109)

Animation

(338)

Asset Store

(250)

Assets

(499)

Audio

(161)

Cloud Build

(109)

Collaborate

(36)

Docs & Tutorials

(209)

Editor

(2186)

Everyplay

(13)

Game Performance Reporting

(16)

General

(840)

Graphics

(794)

GUI

(375)

Input

(153)

Licensing

(80)

Networking

(166)

Physics

(354)

Platforms

(416)

Profiling & Optimization

(73)

Runtime

(167)

Scripting

(1057)

Terrain

(155)

WebGL

(135)