Frustum Culling (v2.0)

FORMATSUnity
Version v2.0Link 1 | Link 2 | Link 3

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Increase your game’s performance by completely disabling game objects based on the camera’s frustum or distance.

WHAT’S THE PURPOSE?
Sometimes, depending on your game, you might have cpu-intensive game objects that are aimlessly taking performance out of your game. So the solution is to completely disable these game objects when out of view (or distance) and re-enable again when in view. A very simple example: is a location fixed NPC that is playing animations and audio, or a puzzle component that is making heavy calculations and validations every frame. They don’t need to run when the player isn’t looking. For these cases and many more, you can disable these objects and improve your game’s performance/frames dramatically.

RENDERING PIPELINES
This package works on all rendering pipelines (built-in, URP & HDRP) but the demos are made for URP and built-in.

DISTANCE CULLING
This asset offers the option to disable game objects by distance also and not only the camera’s view.

HOW IS THIS DIFFERENT FROM UNITY’S SOLUTION?
Unity performs Frustum Culling for static objects by default under Occlusion Culling, but you need a custom solution to completely disable the game object as Unity’s solution disables the mesh renderer only. This is where this tool comes in. Use it on CPU-intensive objects as the game object will be disabled in it’s entirety including all of it’s scripts and components when the player isn’t looking and back on again when within the frustum. Don’t use it on your entire world.

ASSET PACKAGE
This package comes with a demo for built-in and URP, fully-commented source codes and documentation.

https://assetstore.unity.com/packages/tools/camera/frustum-culling-184023

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