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This question was closed Aug 26, 2016 at 01:38 PM by Blue-Cut for the following reason:

The question is answered, right answer was accepted

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Question by Blue-Cut · Aug 26, 2016 at 09:20 AM · renderingmesh verticesmesh manipulationfield of viewhidden

Mesh manipulation : My object is in the field of view but Unity thinks it's not

Hello,

I am meeting a very interesting issue about mesh manipulation and rendering.

I have a basic square-shaped plane. I need to make it match with my area size, so I move vertices to make the plane at the correct size. The problem comes when Unity computes which object should be rendered beacause it is in the camera's field of view. Unity considers the size and position of my origin basic square, and not the size of my actual mesh, with modified vertices.

This picture will be more clear : alt text

If the size of the basic square is out of the field of view, so the object is not rendered, even if a part of it is actually in the field of view.

I have no idea how to tell Unity to reconsider the mesh size, and I meet some difficulty when I try to formulate Google requests about this.

Does someone know what I should do ? Thank you for your help.

2.png (11.0 kB)
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avatar image Bunny83 · Aug 26, 2016 at 06:46 PM 0
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Good question, well written , well visualized.

+1

(Especially for accepting an answer and voting those answers ^^)

Wee need more question of that quality.

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Answer by Avanak · Aug 26, 2016 at 01:14 PM

You are likely looking for Mesh.RecalculateBounds();

https://docs.unity3d.com/ScriptReference/Mesh.RecalculateBounds.html

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avatar image Blue-Cut · Aug 26, 2016 at 01:37 PM 0
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Perfect ! This simple line was exactly what I was looking for.
(just wasn't able to find it myself XD)

Thank you very much Avanak and $$anonymous$$Watts

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Answer by DavidWatts · Aug 26, 2016 at 01:14 PM

Have you tried Mesh.RecalculateBounds? https://docs.unity3d.com/ScriptReference/Mesh.RecalculateBounds.html

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