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.
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.
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)
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.
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.
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!
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