Occlusion Culling Incorrectly Culls Through Negative Scale SpecialMesh

Within my game, I like to use SpecialMeshes with negative scale for skyboxes. This provides a useful see-through effect which is helpful for getting wider views at level design.


However, as you may have noticed, occlusion culling does not recognize the use of this negative scale trick.

You can clearly see that there is a part inside of this skybox, however, the part itself stops rendering as soon as you go outside of where the mesh is.

I believe this is related to occlusion culling as when it was in beta, I first noticed this. I was also able to turn it off by opting out of the beta.

I’ve provided a rbxl below with a demonstration of this issue, including example of what happens when parts are within the edge of one of these meshes (one could call this an edge case).
occlusionCullingBugRepro.rbxl (53.6 KB)

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Could I get confirmation on if this is going to be investigated/fixed?

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Couldn’t you just use a normal mesh with flipped normals for the same effect as a work around?

I’ve tried this, but the light shines through in a different way which changes the way skyboxes look from the inside.

Has this been looked into at all? Not trying to sound rude, but this heavily impacts my workflow.

This might be fixed soon as the release notes for 707 mentions a fix :coefficients:

image

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Hi Crate,
Thank you for the bug report. This fix should be enabled within the next hour.
When you get the opportunity, please update your Studio and check to see if the issue is still occuring

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Seems to be completely fixed, thank you!

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