Excluding hidden objects with occlusion culling
Resources about preventing Unity doing rendering calculations for hidden GameObjects.
Read time 1 minuteLast updated 21 days ago
Resources about preventing Unity doing rendering calculations for hidden GameObjects.
Page | Description |
|---|---|
| Occlusion culling | 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. |