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Unity Engine


OnCullingChanged(bool)

Called when the node's culling state changes.
Read time 1 minuteLast updated 12 days ago

Definition

public virtual void OnCullingChanged(bool cullingEnabled)

Parameters

cullingEnabled

true
when the node has just been culled;
false
when the node has just returned from being culled.

Remarks

Nodes are culled when they are off-screen or too small to render at the current zoom level. When the node returns from being culled (
cullingEnabled
is
false
), the contents of INodeView.Root have been cleared and the built-in parts have been rebuilt. Re-add any custom UI you allocated in NodeView<T>.OnViewBuilt.
Cache references to your custom elements in fields so this callback can re-parent them via
View.Root.Add(...)
without allocating new ones.
When the node is being culled (
cullingEnabled
is
true
), you typically don't need to do anything; use this branch only if you need to release resources for culled nodes.

Examples

Label m_Label; // Allocated in OnViewBuilt.public override void OnCullingChanged(bool cullingEnabled){ if (!cullingEnabled && m_Label != null) { // Root was cleared while culled — re-parent the cached label. View.Root.Add(m_Label); }}