When a player character contains a MeshPart
with an armature that is made transparent, the character may stop rendering when some but not all of the character is out of frame. This is demonstrated in the following clip by entering first-person, equipping a Tool
, and slowly looking up until the Tool
disappears even though part of it is still in frame:
Clip recorded using this reproduction file:
SkinnedMeshRenderingRepro.rbxl (72.6 KB)
Things to note:
- The issue is dependent on how the
MeshPart
is made transparent. In first-person, the issue only occurs when theLocalTransparencyModifier
property of theMeshPart
is 1 regardless of theMeshPart
’s normalTransparency
value, but the issue can occur in third-person with either being set to 1. - This can occur whenever the character is straddling the edge of the camera, but it’s easiest to reproduce by holding a
Tool
in first-person. In this case, rendering seems to stop once the midpoint of theTool
is out of frame, but when specifically the character is culled in third-person seems inconsistent. - The
MeshPart
does not need to be attached to the character in any way (as demonstrated in the repro), but it will still occur if theMeshPart
is part of the character assembly. - The bug occurs regardless of which graphics mode is selected in Studio, and it happens on the Windows user client.
This seems similar to these two other bug reports:
MeshParts Culling Incorrectly
Character Disappearing With Certain Skinned Meshes
System info:
OS: Windows 10, 64-bit
CPU: Intel Core i7-7700 @ 3.60GHz
RAM: 16 GB
GPU: NVIDIA GeForce GTX 1060 3GB
Here’s the mesh used in the repro if that’s helpful. We’ve experienced the issue with other skinned meshes, but this is one I’ve created and can freely share.
Lemonade.fbx (38.5 KB)