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Huge objects dissapear
I have an orthographic camera for pixel perfect 2D rendering. My 2D planes are controlled by vertexes. So their size is really big 512 meters width for half screen sprite. Scale in transform is (1,1,1).
The problem is when a lot of such objects is on the screen they dissapear randomly in game window.
They all attached to one object. When I scale it down everything is ok. It is not a clipping plane problem.
Related problem was described in answer here: http://answers.unity3d.com/questions/153016/dynamic-mesh-keeps-disappearing.html
Is there any way to avoid such problem
Answer by Kos-Dvornik · Sep 24, 2013 at 03:22 PM
The problem was in bounds. Everytime when I change vertex data bounds was not recalculated so decision about object visibility was madden by object pivot. When object's pivot was out of frustum whole object was removed from drawcalls list.
Your answer
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