Burst Occlusion Culling requirements and compatibility
This page contains information on requirements and feature compatibility of Burst Occlusion Culling. Burst Occlusion Culling currently only supports Entities-based applications.
Hardware requirements
Burst Occlusion Culling requires the target CPU to support SSE4 or Neon instructions. Burst doesn't support 32-bit intrinsics for Neon so, to build for ARM, you must use a 64-bit build target.
Renderer compatibility
The following table shows which renderers Burst Occlusion Culling supports.
| Renderer | Occludee support | Occluder support |
|---|---|---|
| Mesh Renderer | Yes | Yes |
| Skinned Mesh Renderer | No | No |
| Visual Effect | No | No |
| Particle System Renderer | No | No |
| Light Probe Proxy Volume | No | N/A |
| Sprite Renderer | No | No |
| Decal Projectors | No | No |
| TextMesh | No | No |
Occlusion view compatibility
The following table shows which components Burst Occlusion Culling supports as views:
| Component | View support |
|---|---|
| Camera | Yes |
| Light (for shadows) | Yes |
| Reflection Probe | Yes |
| Planar Reflection Probe | Yes |
Feature compatibility
Burst Occlusion Culling doesn't support the following:
- Mesh deformations.
- Concurrent usage with Unity's built-in occlusion culling system.