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Question by GambinoInd · Oct 03, 2013 at 11:36 PM · performancecullingterrain data

Terrain.CullAllTerrains() Performance

Hi, I'm having major memory issues with my terrain, specifically with the culling. Rendering the terrain costs very little, but Unity is culling the terrain and just that action is making up for 83% of the entire process! See Below:

alt text

You can see that my terrain itself isn't too high of a resolution. The terrain is loaded dynamically, and occlusion data is not baked at all, since the entire game is dynamic beyond one object, which is an Occlusion Area. The occlusion area if removed does not stop terrain.cullAllTerrains() from happening, so that's not an issue.

What can I do? A game where 82.3% of its processing is simply the terrain is NOT workable, making the game unplayable on most computers. All help is REALLY appreciated!

Here's the scene with the terrain objects disabled, and rendering other objects: alt text

Here's the scene with the terrain objects enabled: alt text

Click here to view the first picture in full resolution: Profiler Image

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avatar image GambinoInd · Oct 07, 2013 at 08:45 PM 0
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Really need an answer!

avatar image Paulius-Liekis · Feb 25, 2014 at 12:01 PM 0
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Have you found an answer?

avatar image flamy · Feb 25, 2014 at 12:36 PM 0
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this i an usual problem occurring with bigger terrains..

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