Strange Occlusion With Humanoid Parts and LocalTransparencyModifier

I’ve found a very specific bug which I am predicting has something to do with a silent test of occlusion culling. For a game I’m developing, I need to override the LocalTransparencyModifier of the character’s arms to 0 so that they can still see them while zoomed in. However, I found that the arms will unexpectedly stop rendering depending on my camera angle, which you can see in the following video:

I’ve tested this in another project that uses this same technique, and I don’t seem to have the same issue, so I’m guessing this is due to some partial rollout of occlusion culling which includes this bug, but I could be wrong. This could be a very severe bug for me, as our game Sentinel depends on this behavior to work.

Here is a reproduction place file which includes a small script that simply forces the LocalTransparencyModifier of the RightUpperArm to 0 and zooms you in, which is all that is needed to reproduce the bug: OcclusionBugRepro.rbxl (52.9 KB). After you hit play, look up and down and you’ll see that the arm blinks in and out.

If relevant, I’m using an NVIDIA GeForce RTX 3070 on Windows 10 (build 19045.4894).

Expected behavior

I except the arm to not stop rendering based on seemingly arbitrary camera angles when LocalTransparencyModifier is used.

This is just an acknowledgment announcement!

We’ve filed a ticket into our internal database for this issue, and will come back as soon as we have updates!

Thanks for flagging!