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Question by youngexplorer · Mar 04, 2015 at 05:47 PM · optimizationvisiblerenderer.enabled

OnBecameVisible does not work

I am trying to optimize CPU usage for the game so I stop rendering when the object is out and render it again when it come back to screen. But the second part I can't get it to work. The Cat disappeared but never appeared again even I could see it in the Hierachy in editor.

The code is followed:

 using UnityEngine;
 
 public class CatUpdater : MonoBehaviour {
     
     private CatController catController;
     
     void Start () {
         catController = transform.parent.GetComponent<CatController>();  
     }
     
     void UpdateTargetPosition()
     {
         catController.UpdateTargetPosition();
     }
 
     void GrantCatTheSweetReleaseOfDeath()
     {
         Destroy( transform.parent.gameObject );
     }
 
     void OnBecameInvisible() 
     {
         renderer.enabled = false;
         catController.OnBecameInvisible();
     }
 
     void OnBecameVisible()
     {
         if (!renderer.enabled)
         {
             Debug.Log("Cat is visible " +gameObject.name);
             renderer.enabled = true;
         }
     }
 
 }
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avatar image meat5000 ♦ · Mar 04, 2015 at 11:01 AM 1
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  void OnBecameVisible()
  {
      if (!renderer.enabled)
      {

If you can see it, make it visible?

Play around with Renderer.isVisible

avatar image youngexplorer · Mar 05, 2015 at 05:20 AM 0
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@meat5000 If the camera see it and rendering was disabled then enable it. So your logic is correct. I also played around with renderer.isVisible but it also does not work.

 void Update()
     {
         if (gameObject.renderer.isVisible && !gameObject.renderer.enabled)  
         {
             Debug.Log("Cat is visible " +gameObject.name);
             renderer.enabled = true;
         }
 
     }

The debug log never fired up.

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Answer by youngexplorer · Mar 07, 2015 at 05:22 PM

Playing with the function around, I finally understood a bit more. OnBecameVisible only determine if the game object is visible ONCE. Which mean it only run the first time any camera see the object; the next time any camera sees game object, nothing will happen. So I have to repeat the function consistently to make it work in runtime.

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Answer by chanfui · Apr 06, 2018 at 08:28 AM

VERY IMPORTANT -> If your Scene is visible while you're running your game, if the object / sprite is visible in your Scene window, the OnBecameVisible() will get called even if it is not visible in Game window.

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