Kevin Ring
Kevin Ring
No, sorry @ARPItechnology, we have no worked on it. We would be happy to review a pull request with a fix, though.
Hi @Reag, thanks for the information. What version of Cesium for Unity are you forked off of? I think that we used to have some AppDomain related stability problems that...
Thanks, I appreciate you investigating!
Hi @Reag, it is largely by design that Cesium for Unity does not clip tiles based on the near and far planes. For one thing, Unity often adjusts these planes...
@Reag if you're sure you only want to display tiles that are within a certain distance, you can accomplish that with a `CesiumTileExcluder`. See [here](https://github.com/CesiumGS/cesium-unity/pull/248).
When there are no tiles, then perhaps the `minimumTerrainHeight` should be the planet's actual minimum terrain height, rather than 0?
@Reag can you elaborate on why you can't just enable / disable the MonoBehaviour? That's the intended way to turn the excluder on and off. AddToTileset / RemoveFromTileset definitely should...
> While definitely a technically valid solution, its also 'cursed'. I still don't quite follow what's cursed about it. > Add to that the OnEnable and OnDisable involves a 'GetComponentInChildren'...
Came up on the forum here: https://community.cesium.com/t/3d-tiles-invisible-in-unreal/40244
Sure, it's not a very useful issue. The problem it's describing still stands, though. It's not as easy as it should be to add cesium-native as a dependency to another...