Resources about preventing Unity doing rendering calculations for hidden GameObjects.
Note: If your project uses the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP), you can instead Enable GPU occlusion culling in URP or Enable GPU occlusion culling in HDRP.
| Page | Description |
|---|---|
| Occlusion cullingA process that disables rendering GameObjects that are hidden (occluded) from the view of the camera. More info See in Glossary |
Understand how occlusion culling checks for hidden objects, and when to use it. |
| Set up a scene for occlusion culling | Set up a scene for occlusion culling, bake occlusion culling data, and check the results. |
| Set up multiple scenes for occlusion culling | Prepare occlusion culling data differently if you load multiple scenes at a time. |
| Cull moving GameObjects | Enable or disable Dynamic Occlusion. |
| Create high-precision occlusion areas | Use the Occlusion Area component to define an area where Unity calculates culling more precisely. |
| Control occlusion in areas with Occlusion Portals | Turn occlusion on and off through an object, for example a door that opens and closes. |
| Occlusion Culling window reference | Explore the properties and settings in the Occlusion Culling window to customize how culling works. |
| Configure culling with the CullingGroup API | Integrate your own systems into Unity’s culling and level of detail (LOD) pipelines. |
| Troubleshooting occlusion culling | Solve common problems when using occlusion culling. |