Closed camroo29 closed 1 year ago
Recalculating the bounds has solved this issue
Two questions remain:
How exactly did you recalculate the bounds? If you've used Mesh.RecalculateBounds, it might be more efficient to calculate the bounds during decoding.
Are you loading the mesh from .drc
files or in context of glTF?
Thanks.
I am using .drc
files for runtime loading. This is what I did:
var mesh = new Mesh();
Mesh.ApplyAndDisposeWritableMeshData(meshDataArray, mesh);
if (result.calculateNormals)
{
mesh.RecalculateNormals();
}
if (requireTangents)
{
mesh.RecalculateTangents();
}
mesh.RecalculateBounds();
return mesh;
I did not see any impact on the performance.
Hi,
I tried to use DracoUnity with MRTK 3. After loading the model, any movement of the HoloLens (especially when you go close to the model) results in the Model flickering. When the HoloLens is close to the model it is mostly vanished. But when I recorded it, I could see the model was visible in the environment.
I am using: Unity 2021.3.4 MRTK 3
I could not figure out what is really causing such an issue. Any idea?