Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by bpears · Oct 17, 2013 at 05:44 AM · boundsfrustrumutility

Checking frustrum against Bounds per Object VS Player&List?

Would it be better to check if the bounds of many objects are in frustrum by:

A) Putting a script on each object to be checked

B) Using one script with all objects in a List attached to Player, and iterating through them with loop

?

I guess another way of looking at the question is, would there be a big difference in overhead using GeometryUtility.CalculateFrustumPlanes in a lot of objects, since in a list, you only need to define this once for the entire loop of object bounds in a list? With a little script attached to each object, this would be calculated for each one of them. Is the performance difference little enough to justify using either method(lets say 500 objects with the script)?

Comment
Add comment · Show 10
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image wilgieseler · Oct 17, 2013 at 05:59 AM 1
Share

If you're trying to do visibility testing, you can just use renderer.isVisible. http://docs.unity3d.com/Documentation/ScriptReference/Renderer-isVisible.html

(Note that this will return true if it is visible in the scene view)

avatar image wilgieseler · Oct 17, 2013 at 06:07 AM 1
Share

Are you disabling the renderer for performance reasons? You shouldn't have to do that, Unity will automatically cull it.

avatar image wilgieseler · Oct 17, 2013 at 06:17 AM 1
Share

In that case, I think you would be better off iterating through a list rather than attaching a $$anonymous$$onoBehaviour to each object. As long as you aren't using something expensive to generate the list, I believe it should be slightly faster.

avatar image rutter · Oct 17, 2013 at 06:28 AM 1
Share

Renderers also support OnBecameVisible() and OnBecameInvisible() messages. They'll only be called if the renderer is active, but your scripts will get the message whether they're enabled or not.

avatar image rutter · Oct 17, 2013 at 06:30 AM 1
Share

If you're really set on calculating this yourself, I would just try both methods and see (empirically!) if there's a significant performance difference. If not, just do whatever's easier to maintain.

Show more comments

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by $$anonymous$$ · Oct 17, 2013 at 01:29 PM

One situation where I would perform additional culling of scene objects is with large chunks of terrain. In this scenario, you don't want to load all terrain data into the scene, you only want to load terrain chunks which would be visible, and unload terrain chunks which become invisible. This is used to reduce the amount of data in memory, which is especially important on mobile.

I would do additional culling of data being thrown at the engine only if you have large objects and if you're concerned with memory footprint. Otherwise, Unity already does visibility culling very well.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

16 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Detect if bounds are "partially" inside camera frustum 2 Answers

Reduce size of plane frustrum in code 1 Answer

How to call "Enable MobileInput" Function when building to android? 1 Answer

Is there a way to find out whether an object is being occlusion culled? 0 Answers

How do I keep an Ortho camera in a specific range when the ortho changes? 3 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges