Culling issue on active ragdoll

Godot Version

4.6

Question

So working on this active ragdoll I stumbled on this weird thing where whenever I look away from the ragdoll’s point of origin it disappears and the LOD shrinks. Despite this somehow the face still doesn’t go away? The face is a separate object and I think it has something to do with an object constraint I added in blender but thought I removed. I’ve tried to add the same texture on the face to the body mesh but it doesn’t seem affected by it. I’ve tried to increase the extra cull margin which only helped in keeping the mesh visible and not the LOD changes. I would prefer to keep the culling and LOD on the mesh as I like have to have the game as optimized as I can make it.

You can assign LOD bias for each 3d mesh, it’s finicky but better than strictly off/on. Try messing with a custom AABB for the culling issues

Alright I’m trying to work with the AABB right now it still gets culled but only when it view it as certain angles instead of directly on the origin point and the LOD went down a lot which is strange. I’m going to try to learn more about AABB but I feel like I’m on the right track now thank you! I’ll set this as the solution when I get stuff figured out.

Small update on my issue so I still think changing the AABB can work it’s just that the rigidbody variables aren’t giving me the right position so things are super weird. TLDR I set a system in place where the animated part of the ragdoll part gets teleported when the character in unragdolled and the position numbers are acting like it was never teleported which is super weird but I’ll keep tweaking stuff until I find something.

nope nvm it’s just giving me weird positions probably because the numbers on AABB are just so weird

Ok so I was able to copy the position of a physical bone onto a parent node which seems to work.