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elements of a part disappear when zooming in


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Ah, you're using a skinned mesh? KSP has a big bug with bounds detection on skinned meshes.

This leads to incorrect size calculation of the craft in career, as well as the editor icons being tiny. Not directly related, and you may be aware, but fyi if that's not the case. Could be what's really causing it do disappear as the bounds may stretch behind the camera when up close

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Ah, you're using a skinned mesh? KSP has a big bug with bounds detection on skinned meshes.

This leads to incorrect size calculation of the craft in career, as well as the editor icons being tiny. Not directly related, and you may be aware, but fyi if that's not the case. Could be what's really causing it do disappear as the bounds may stretch behind the camera when up close

Cheers. Skinned mesh is a thing that unity applied automatically to cylinders so I don't know at the moment why it's not normal mesh (since animation changes only their rotation and location). It might possibly cause another bug with docking ports, I'll investigate it tomorrow.

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I suspect that's there in error, in that case. FYI, the tracks use skinned mesh for the deformation as the suspension moves. Plain old animated objects won't need it, so try removing it and replace with standard mesh renderer.

Skinned meshes are normally used in character animation binding a mesh to bones, They can be a great tool if you want to model things like deformable pipes or something similar that you can't animate with rotations and transforms, but there's a bit of an art to setting them up just so.

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update, I did some testing and I think there are no bugs with docking ports.

I tried to move origin of parts but it didn't change anything. Maybe because skinned mesh area is set arbitrarily by unity and is quite big compared to elements themselves.

From what I gathered Unity applies skinned mesh automatically to every element that is parented to a bone in blender.

http://answers.unity3d.com/questions/371776/blender-to-unity-faulty-skinned-mesh-renderer.html

I tried replacing skinned mesh with normal ones in Unity but that caused element to disappear in unity and errors in KSP.

WORKING SOLUTION:

- don't parent elements to bones in blender

- export to unity

- parent elements to bones in unity

In this way unity won't apply skinned mesh renderer and you could avoid 'headache' associated with it (disappearing elements with zooming in so you have to tick 'update when offscreen'). In this way I think you can reduce a bit of CPU overhead as well.

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