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Head Problem

Discussion in 'Editor & General Support' started by muhammedpalazli, May 14, 2020.

  1. muhammedpalazli

    muhammedpalazli

    Joined:
    Jul 15, 2018
    Posts:
    3
    Hello everyone,
    i have one problem on my game with the head of my character,can someone tell me why this is happened ?
    this is happening and in the other gameobjects on my game not only on my character.
     
    Last edited: May 17, 2020
  2. DiegoDePalacio

    DiegoDePalacio

    Unity Technologies

    Joined:
    Oct 28, 2009
    Posts:
    506
    Hello @muhammedpalazli,

    It looks like some of the animations are not working properly.

    Did you change manually the `Mesh` of some of your Skinned Mesh Renderer components?
     
  3. kdgalla

    kdgalla

    Joined:
    Mar 15, 2013
    Posts:
    4,386
    I think it could be z-fighting. Do you have a dark hair mesh with the light-colored head just underneath? Try scaling the hair up just a little bit so that it's separate from the head. You can't have two geometry faces too close together or the renderer can't reliably tell which one is supposed to be closer- so it might flip back and forth on which one is drawn last.
     
  4. muhammedpalazli

    muhammedpalazli

    Joined:
    Jul 15, 2018
    Posts:
    3
    This is happened also in the other gameobjects.. i use occulusion culling in the camera. Do you think the problem happened maybe from the occulusion culling ?
     
  5. kdgalla

    kdgalla

    Joined:
    Mar 15, 2013
    Posts:
    4,386
    I haven't really used occlusion culling before, but it should only apply to static objects so it shouldn't affect your player character.
     
  6. DiegoDePalacio

    DiegoDePalacio

    Unity Technologies

    Joined:
    Oct 28, 2009
    Posts:
    506
    Hello @muhammedpalazli,

    The occlusion culling only affects the objects that are completely occluded by opaque objects between them and the camera, so I don't think the problem is due to the occlusion culling.

    One way that you can easily check if something like this is the source of the problem is by switching on and off and checking if something changes regarding your issue.

    If it's related to z-fighting, another strategy is to reduce the round-off errors by making the near and far planes of the camera's view frustum with less difference in their digits. For example, if you don't plan to have any object closer than 1 mt. from your camera, you can easily change your near plane location to be 1 mt. instead of 0.3 mt.


    Good luck with it!