I started with the MR example scene in Unity, and added some bright green walls (UnlitColor shader) filling the view 50 meters out from the start in all directions. I raised the camera’s far clipping plane to 110 meters so they would be visible.
In the Unity Editor, I see those walls anywhere the Bridge default demo mesh is missing (instead of black). But when running that scene on hardware, the green walls are only there for the very first frame, and then the Bridge Engine kicks in and the green walls are gone, so I just see black anywhere the scan mesh doesn’t cover. I don’t see anywhere in the Unity code that would cause this. I noticed that the VR demo also keeps everything very close to the starting location, so is something changing the camera clip planes or something?
Any idea what’s going on, and more important, how I can fix this, make things visible from far away? Note, the walls are not children of the @BridgeEngineScene, and have no code on them.