Polyline Points are used for Culling in Flat2D mode

Avatar
  • updated
  • Fixed
When a Polyline is in Flat 2D mode, it renders at zero depth to the local space of the object its attached to; however the points used to render and cull the lines are still at their original world positions (transformed to local space). This means if you're not careful for where your Polyline exists in world space when you add your local points, they may get culled based on their position to the camera.

Image 125

Image 126
Reporting a bug? please specify Unity version:
2019.4.8f1
Reporting a bug? please specify Shapes version:
2.3.1
Reporting a bug? please specify Render Pipeline:
Pinned replies
Avatar
Freya Holmér creator
  • Answer
  • Fixed

points are always local space! but there was a bug where the mesh bounds wereindeed using the Z position even though flat 2D ignores it, thanks for the report!

this has now been fixed in 2.3.2

Avatar
Freya Holmér creator
  • Answer
  • Fixed

points are always local space! but there was a bug where the mesh bounds wereindeed using the Z position even though flat 2D ignores it, thanks for the report!

this has now been fixed in 2.3.2

Avatar
michael carriere

It's questionable if this is a true bug, but this caught me off guard and it took a bit of poking around to figure this one out. (Might be useful in the docs to provide a bit more information around what space the points are converted to or stored in.)