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Detecting if object is Umbra culled
I am trying to figure out a way to check if an object is being culled by umbra.
For the gameplay scenario, I need to know when an object is no longer being seen, even if it is still in the camera frustum. Once the object is no longer seen, I know the player wont observe any changes to it.
However, if the object stays in front of the player, even if it is behind a solid wall, the object is still considered visible, and the renderer enabled, even though using the scene view culling visualization, I can tell that it is not being actually drawn.
Answer by FortisVenaliter · Jun 12, 2015 at 09:05 PM
As far as I know, the only way to do this would be raycasting yourself to determine if the view is blocked.
Yeah thats what I was afraid of/trying to avoid. You'd have to do multiple raycasts to check if each part of the model is obscured completely, and that becomes expensive quickly.
The other crappy approach is to try to calculate bounding boxes of objects in front of it, but that very quickly turns into writing your own occlusion culling algorithms..
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