Secondary Meshes from GLb disappearing based on camera movement
- Dominant language
- Rust
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- Avg merge
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Description
## Bevy version
0.12.1
## \[Optional\] Relevant system information
* latest nightly rust
* Windows 11
(Issue still happens on stable rust)
```ignore
`AdapterInfo { name: "NVIDIA GeForce RTX 3070", vendor: 4318, device: 9348, device_type: DiscreteGpu, driver: "NVIDIA", driver_info: "546.17", backend: Vulkan }`
```
## What you did
Spawned two entities, from two different GLb, they contain meshes, textures and animations.
There is no mesh changes, the camera code is:
```rust
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(CAMERA_DISTANCE, CAMERA_DISTANCE, CAMERA_DISTANCE),
..Default::default()
});
```
extra code related to the camera just moves its transform to follow the player, and look at it.
Entity bundles:
```rust
#[derive(Bundle)]
pub struct PlayerBundle {
model: SceneBundle,
name: NameComponent,
health: HealthComponent,
tag: PlayerTag,
movable: Movable,
movable_animation: AnimatedCharacterMovable,
}
```
i just `command.spawn` the entities, animate them using the `AnimationPlayer `and move their transform around the scene, no other logic.
## What went wrong
If it's not clear, break this out into:
- what were you expecting?
Skeleton helmet red mesh to behave normally
- what actually happened?
Its vanishing, as the camera moves.
## Additional information
**Issue seems similar to this one:**
[Issue](https://github.com/bevyengine/bevy/issues/4971)
But using the component NoFrustrumCulling did not have effect as indicated in the workarounds.
- The item that pops, seems to not cast shadow?
- i have tried adding NoFrustumCulling to the component but it did not have effect.
https://github.com/bevyengine/bevy/assets/11444489/e6e6be5a-66c6-438f-b7cf-eac620e5ffc3
https://github.com/bevyengine/bevy/assets/11444489/39028061-a08e-4866-a59a-415cd27a8577
https://github.com/bevyengine/bevy/assets/11444489/644cff70-e973-49c7-9d28-1c30af71de30
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Assessment
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