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Help  Rope disappears when camera is close
#4
(21-05-2025, 03:34 PM)Paul1 Wrote: Hi,
Thank you for your reply.
I do not see any wire/bounds in the scene.

Assuming gizmo rendering is enabled, this means the solver is disabled.

(21-05-2025, 03:34 PM)Paul1 Wrote: The same is in the scene, where everything works as it should. I checked if I disabled it in gizmos, but I didn't.

If the solver is entirely disabled, whether existing meshes are rendered or not is up to chance since their bounds won't be updated. Meshes are automatically culled by Unity when their bounds get outside the camera, having bounds that do not match the mesh will result in improper culling.

(21-05-2025, 03:34 PM)Paul1 Wrote: It is correct for this time not to update the cable, because i want to have like a creator scene, where the time is stopped, and then when you play, you can test it. I tried to have Time.timeScale = 0, but the cable did not render, also tried to manually called UpdateBackend, but it still did not appear.

If you want no simulation but still update meshes, bounds, and everything else (which seems like the sensible thing to do in a "creator"/"editor" kind of situation) keep the solver enabled but set its max steps per frame to zero. This will allow no physics steps during each frame, so time won't advance.

Entirely disabling the solver will disable simulation update, bounds update, rendering update, etc which you don't want in this case.

let me know if you need further help,

kind regards
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Messages In This Thread
Rope disappears when camera is close - by Paul1 - 21-05-2025, 12:30 PM
RE: Rope disappears when camera is close - by josemendez - 21-05-2025, 03:41 PM