Resources for integrating your own systems into Unity’s culling and level of detailThe Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases. More info
See in Glossary (LOD) pipelines.
| Page | Description |
|---|---|
| CullingGroup API | Learn about using the CullingGroup API to create culling groups, for example to simulate a crowd of people or build a particleA small, simple image or mesh that is emitted by a particle system. A particle system can display and move particles in great numbers to represent a fluid or amorphous entity. The effect of all the particles together creates the impression of the complete entity, such as smoke. More info See in Glossary system. |
| Create a Culling Group | Create and populate an array of bounding spheres that contain sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary objects. |
| Get culling results | Check the visibility and distance of scene objects. |