# sceneCullingMask

> The Scene culling mask defined for the GameObject. (Read Only)

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public ulong sceneCullingMask { get; }
```

### Remarks

Unity uses [SceneCullingMasks](/engine/6000.6/script-reference/unityeditor/scenemanagement/scenecullingmasks.md) to determine which scene to render the GameObject in. The `sceneCullingMask` is a bitfield stored as an unsigned 64-bit integer [ulong](https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/builtin-types/integral-numeric-types). Cameras only render an object in a scene if the bits set on the Scene's mask (retrievable with[EditorSceneManager.GetSceneCullingMask](/engine/6000.6/script-reference/unityeditor/scenemanagement/editorscenemanager/getscenecullingmask.md)) match those in the object's `sceneCullingMask`.

```csharp
using UnityEngine;
using UnityEditor.SceneManagement;

[ExecuteInEditMode]
public class ExampleClass : MonoBehaviour
{

 void Start()
 {
 //Check if gameObject is visible in scene
 if(gameObject.sceneCullingMask == EditorSceneManager.GetSceneCullingMask(gameObject.scene))
 {
 Debug.Log("Object is visible");
 }
 else
 {
 Debug.Log("Object is not visible");
 }
 }
}
```

Additional Resources: [SceneCullingMasks](/engine/6000.6/script-reference/unityeditor/scenemanagement/scenecullingmasks.md), [Camera.overrideSceneCullingMask](/engine/6000.6/script-reference/unityengine/camera/overridescenecullingmask.md), [EditorSceneManager.SetSceneCullingMask](/engine/6000.6/script-reference/unityeditor/scenemanagement/editorscenemanager/setscenecullingmask.md)
