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Crazy glitch with dual camera setup

Discussion in '5.4 Beta' started by horatiu665, May 4, 2016.

  1. horatiu665


    Nov 22, 2012

    I encountered a weird bug where my particle systems sometimes render in a weird way. Here is how it looks:

    Background: I am working on a VR game for the Vive, and I have a two-camera setup in the scene, one has near plane and far plane quite small (0.1 - 60), clear depth only, and the other is (59-3000) and clear skybox. I have this setup because I am trying to avoid Z-fighting for a very large scene in which I have a procedural mesh (ski slope - red green black texture in the gif) and trampolines/ramps that are placed quite tangential to the slope (cannot see in gif). The particle texture is a white circle, similar to what seems to be the tiled texture in the glitches. On deactivating/reactivating the particle systems, it is obvious they are part of the problem.

    I am sure the dual camera setup is also part of the problem because if I disable either the near or far camera, the other does not show any trace of the glitch. I would be happy to get rid of this setup, if there was some way to avoid Z-fighting.

    The question is: how do I avoid both this glitch AND z-fighting, keeping the maximum visible distance to around 3000?

    PS: please tell me where I should move this thread if this is not the right place for it. Thanks!
  2. williamj


    Unity Technologies

    May 26, 2015
    Do you mind submitting a bug report with the project attached? I'd like to take a closer look at the camera setup.

    I would definitely keep exploring other options in the meantime though.