Avoid Distance-Culling of Scene Capture Cube on Mobile Devices

I’ve got 2 scene capture cubes in my scene, which I update manually to reflect the desired reflections on a material. One of them, which is right in front of the camera a few units away renders just fine. However, the other one, being rather far away seems to have a frozen frame and never updates as expected.

This behaviour is observed only on actual deployments to the phone and not in the viewport editor/standalone mobile game window.

That led me to conclude that it must be aggressive optimization as I’d observed similar behaviour with my Mountain meshes which were place rather far too, as those were being culled out completely, and this reflection capture happens to be further away.

The issue with the mountain meshes was fixed by adding LODs to the mesh but the same can’t apply to something as primitive as a Scene Capture Cube.

This reflection is a very crucial part of the experience of the game so I’d like it fixed as soon as possible

Thanks for your time<3

might be the scalability settings. but i don’t know which one.

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It was the fact that mobile aggressively distance culls actors, like I suspected. The solution was to keep the “actor” itself at world origin near the cam, and the scene capture component inside it to my desired location by changing it’s location to “world” from “relative” since the component is the actual bit that handles the reflections, so that worked fine. Now the issue remains the quality is intensely diminished for this specific mesh that I use this reflective material on, as it’s an ocean material with waves and reflection combined. I tried setting the mipmap gen to no mipmaps in the render settings but to no avail I suppose.

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