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 _RC · Feb 03, 2013 at 10:42 PM · cullingfrustum

frustum culling problem

Hi! I have a gameobject that has about 160 meshes as childs. It has baked lightmaps and no scripts attached to any of them. There are no physics going on with these meshes. The far clipping plane of my camera is set to 50.

Now i tried to instantiate that gameobject about 1000 units away and with everytime I instatiate it my framerate drops down by ~10%. Same happens if i instatiate it visible to the camera. Shouldnt the instances far away not affect the performance?

I tried it in the Editor, Webplayer and PC Standalone. I want to use this to automatically extend the world when the player reaches the edge of the world. (unity free)

Comment
Add comment · Show 1
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 robertbu · Feb 03, 2013 at 11:10 PM 0
Share

I'm not sure this helps, but if you turn the renderer off until you need the meshes, your frame rate should jump back up.

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Eric5h5 · Feb 04, 2013 at 12:07 AM

Frustum culling isn't free; Unity still has to go through all the objects every frame to figure out if they should be culled. So instances far away still affect performance.

Comment
Add comment · Show 2 · 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
avatar image _RC · Feb 04, 2013 at 12:19 AM 0
Share

It isnt free? Strange. But even I dont use frustum culling, it should make a difference if a object is behind the far clipping plane or not, right? But it doesnt seem to make any difference in my project.

Well, thanks.

avatar image Eric5h5 · Feb 04, 2013 at 01:16 AM 0
Share

It's not strange...everything requires CPU cycles, nothing is free. ;) You always use frustum culling; there's no option to turn it off. If an object is outside the view frustum, it should be faster than being inside, though it may not make a huge difference depending on some factors such as number of polygons, shaders, etc.

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

10 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

Related Questions

How to disable frustum culling completely? 0 Answers

Frustum culling not working? 0 Answers

Frustum culling only stops rendering gameobjects to the left of the camera 0 Answers

Entity mesh Frustum Culling? 1 Answer

Disable Culling for Terrain 0 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