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camera.layerCullDistances not working on gameobject with combinechildren
Hi! I have a parent gameobject, its children share a common material, so I thought it would be a good idea to have them under a single gameobject and add the combinechildren.js script to it, at the same time they are on a layer that I want to be rendered only when they are certain distance away, so I have a script in the camera that goes like this :
function Start () {
var distances = new float[32];
distances[8] = 100;
distances[9] = 200;
camera.layerCullDistances = distances;
}
I have the parent gameobject on layer number 8, so I expected each individual children to be visible only when the camera is within 100 units, but even the children that are really far away are visible.
When I remove the combinechilren script, it works fine and the children are visible only till a distance.
Do combinechildren and camera.layerCullDistances don't function together, if not, which one should I go for, in order to get better performance? I have already created some texture atlases so that I could combine the gameobjects that use the same material...
Thanks for reading.Any help would be appreciated!
Vatsal
Combine children script that you can apply to a parent and it will combine all children into one object. It helps in performance gain.
@$$anonymous$$ryptos I also couldn't find much info on combinechildren.js
Answer by Kryptos · Apr 05, 2012 at 01:58 PM
If this script is using Mesh.Combine, then what you are describing is juste the normal behaviour: at runtime only one mesh (with submeshes) exists. Therefore only one layer is used.
See this other topic: http://answers.unity3d.com/questions/9115/frustum-culling.html
Thanks for the suggestions. I'll look into it. Anyways, there doesn't seem to be much performance gain after using the combinechildren script( it can be seen in the scripts standard assets, located in a folder called utilities, I guess.
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