Comments (5)
Hi @RocketFan!
If your comfortable with sharing your project, feel free to send us a zip file containing your project's Assets, Packages, and Project Settings folders. We'll then be able to replicate these scenarios and attempt to debug what's causing this issue you're experiencing.
If not, maybe you can provide me with some additional details about your use case and I can try some experiments on my end to see what's up.
from com.unity.perception.
Can I send google drive link to your email ([email protected])?
from com.unity.perception.
@RocketFan Yep, that works just fine. I'll keep an eye out for your email.
In your email, could you include a few details on how to reproduce the issue using your project (what scene to load, what settings to configure, etc). That would help me a ton while debugging.
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@RocketFan I think I figured out the issue here.
Your project is experiencing a common graphics problem called z-fighting. This occurs when you place two objects too close together, so the shader can't decide which one to draw on top of the other. If you turn on semantic segmentation in your project, you can see how the shader gets confused about which object to draw on top. This strange striped pattern is the result of the shader alternating between drawing the terrain and your placed objects. This is what is causing your bounding boxes to be miscalculated.
Thankfully, the fix for this is very simple. In your ObjectsPlacementRandomizer script, change line 94 from
instance.transform.position = new Vector3(point.x, 0f, point.y);
to
instance.transform.position = new Vector3(point.x, 0.1f, point.y);
What we did here is slightly offset your objects from the terrain below them so now the shader will know to draw your triangles, circles, and rectangles on top of the terrain.
Hit me up if you run into any more trouble with this issue!
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This works great, now everything is labeled correctyly.
Thanks a lot, without your help I would propably give up.
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Related Issues (20)
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