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Showing content from https://docs.unity3d.com/Manual/CullingGroupAPI-landing.html below:

Manual: Configure culling with the CullingGroup API

Occlusion Culling window reference

Introduction to the CullingGroup API

Configure culling with the CullingGroup API

Resources for integrating your own systems into Unity’s culling and level of detailThe Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases. More info
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(LOD) pipelines.

Page Description CullingGroup API Learn about using the CullingGroup API to create culling groups, for example to simulate a crowd of people or build a particle systemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary
. Create a Culling Group Create and populate an array of bounding spheres that contain sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
objects. Get culling results Check the visibility and distance of scene objects.

Occlusion Culling window reference

Introduction to the CullingGroup API


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