SpecialMeshes Disappear Before Leaving the Screen (Frustum Culling Inaccuracy?)

While reviewing an older project, I came across an issue affecting objects using SpecialMesh: they vanish slightly before they are fully off-screen. This behavior is not observed with MeshPart objects, which seem to cull correctly.

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Seems like an issue with occlusion culling rather than frustum culling since its getting cut off around the edges of the screen. I saw a post exactly like this one about special meshes when occlusion culling first came out, but that post was flagged as fixed iirc by a staff member so maybe the issue hasn’t fully been fixed yet. I’d recommend you post the place file where the issue happens so a staff member can take a look.

Would it be possible for you to send me this asset, so I can debug it?

Hi, yes of course. I’m attaching the place file here so you can debug the issue:

trees.rbxl (137.2 KB)

Thank you for providing the test scene, this repros the issue and will undoubtedly help to fix the issue.

Sorry for the late reply, I was on holidays.

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We have found the root cause for this issue. We are trying to fix this (the unfortunate circumstance is that this bug got introduced as a fix for another issue we had… so we just need to make sure we don’t break something else with the fix)

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I really appreciate you taking the time to look into this. Thanks for your attention and effort. Let me know if there’s anything I can do to help or test.

Code has been submitted, should be in production in a week or two. Then we can enable the flag and hopefully that should resolve the issue.

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Additionally, the trees shadows made with the same method glitch out and appear as distorted circular artifacts instead of proper shadows.

I turned the flag on for now and I don’t see the issue, as presented in the repro case attached in trees.rblx, on production anymore.

Please let me know if there’s any more issues.

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I can confirm that the issue is now fully resolved after the recent update. I truly appreciate the support and attention you’ve provided—thank you so much!
:100:


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