# Excluding hidden objects with occlusion culling

> Resources about preventing Unity doing rendering calculations for hidden GameObjects.

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](/engine/6000.0/manual/analysis/graphics-performance-profiling/in-urp/gpu-culling.md) or [Enable GPU occlusion culling in HDRP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.4/manual/gpu-culling.html).

| **Page**                                                                                                                       | **Description**                                                                                     |
| ------------------------------------------------------------------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------- |
| [Occlusion culling](/engine/6000.0/manual/cameras/occlusion-culling/occlusion-culling.md)                                      | Understand how occlusion culling checks for hidden objects, and when to use it.                     |
| [Set up a scene for occlusion culling](/engine/6000.0/manual/cameras/occlusion-culling/getting-started.md)                     | Set up a scene for occlusion culling, bake occlusion culling data, and check the results.           |
| [Set up multiple scenes for occlusion culling](/engine/6000.0/manual/cameras/occlusion-culling/scene-loading.md)               | Prepare occlusion culling data differently if you load multiple scenes at a time.                   |
| [Cull moving GameObjects](/engine/6000.0/manual/cameras/occlusion-culling/dynamic-gameobjects.md)                              | Enable or disable Dynamic Occlusion.                                                                |
| [Create high-precision occlusion areas](/engine/6000.0/manual/cameras/occlusion-culling/class-occlusion-area.md)               | Use the Occlusion Area component to define an area where Unity calculates culling more precisely.   |
| [Control occlusion in areas with Occlusion Portals](/engine/6000.0/manual/cameras/occlusion-culling/class-occlusion-portal.md) | Turn occlusion on and off through an object, for example a door that opens and closes.              |
| [Occlusion Culling window reference](/engine/6000.0/manual/cameras/occlusion-culling/window.md)                                | Explore the properties and settings in the Occlusion Culling window to customize how culling works. |
| [Configure culling with the CullingGroup API](/engine/6000.0/manual/cameras/occlusion-culling/culling-group-api.md)            | Integrate your own systems into Unity's culling and level of detail (LOD) pipelines.                |
| [Troubleshooting occlusion culling](/engine/6000.0/manual/cameras/occlusion-culling/troubleshooting.md)                        | Solve common problems when using occlusion culling.                                                 |

## Additional resources

* [Graphics performance and profiling](/engine/6000.0/manual/analysis/graphics-performance-profiling.md)
* [Enable GPU occlusion culling in URP](/engine/6000.0/manual/analysis/graphics-performance-profiling/in-urp/gpu-culling.md)
