Burst Occlusion Culling
Burst Occlusion Culling is a Burst-optimized occlusion culling system available in the Entities Graphics package. It provides a cross-platform occlusion system that disables the rendering of objects when they're occluded by other objects, and hence are not seen by the camera.
Important
This version of Burst Occlusion Culling is experimental. This means that it isn't yet ready to use for production and parts of the implementation and API will change.
Topic |
Description |
Requirements and compatibility |
Learn about the system requirements and feature compatibility of Burst Occlusion Culling. |
Overview |
Learn how the Burst Occlusion Culling system works and whether it's suitable for your project. |
Setup |
Enable Burst Occlusion Culling and create your first occluders. |
Optimize occlusion culling |
Optimize Burst Occlusion Culling for your project. |
Rendering Debugger Culling tab reference |
Learn about the debugging options and visualizations available to help you investigate Burst Occlusion Culling issues. |
Components |
Learn about the MonoBehaviour components that control which views use Burst Occlusion Culling and which objects act as occluders. |
Additional resources
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