Author Topic: Culling Problem (3.0.6 f5)  (Read 1961 times)

Simie

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Culling Problem (3.0.6 f5)
« on: November 28, 2013, 03:39:37 PM »
Hi again. I'm having an odd problem with some 3D UI that worked fine in versions prior to 3.0.6.

I've made videos to show the problem:
https://www.youtube.com/watch?v=9UqnYuJ_w_Y <- Shows how the NGUI meshes are culled far too early
https://www.youtube.com/watch?v=ou_stg8vjaY&feature=youtu.be <- Shows how the distance that meshes are culled at changes depending on where the meshes are in world-space.

My setup is something like this:

UnderWorld GUI Camera - Shows the rings around the outside of ships (not all of them, I'm in the process of transitioning them all over)
Main Camera
OverWorld GUI Camera - Shows the ship option hexes

It seems that in some areas of the world, the generated NGUI draw calls are seemingly culled when the camera gets too close. The camera's near clipping plane is set as low as possible (and this setup worked fine pre 3.0.6, so something has changed with NGUI to cause this).

Any ideas?

ArenMook

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Re: Culling Problem (3.0.6 f5)
« Reply #1 on: November 28, 2013, 03:44:21 PM »
This issue was addressed in 3.0.6 f6. Just grab the latest, and if it still happens just let me know.

Simie

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Re: Culling Problem (3.0.6 f5)
« Reply #2 on: November 28, 2013, 03:51:23 PM »
Ah, yes, f6 has fixed it. Thanks a bunch!

Can I just say that the latest changes you've been making to NGUI (depth sorting, panel alpha, panel depth, the new UI event system, auto-resizing colliders to match widgets, etc) have made it an absolute joy to use. Thanks!