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@DMGregory Thanks for your response, yes it is frustum culling, thanks for pointing me in the right direction. I could not get that solution to work, but I managed to do using this: vertexfragment.com/ramblings/unity-prevent-object-culling and also this: discussions.unity.com/t/disable-frustum-culling/11018/10 The first solution causes unintended problems but the second one works.. although I needed to call OnPreCull() from Start() to make it work. Is this an acceptable solution (the second one), or is it problematic and would cause unintended consequences? Thanks.