How to Use Occlusion Culling in Unity — The Sneaky Way
The GameDev Guru
FEBRUARY 1, 2021
For those who never went through an occlusion culling tutorial in Unity. can you guess what's wrong in this game's indoors scene?
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The GameDev Guru
FEBRUARY 1, 2021
For those who never went through an occlusion culling tutorial in Unity. can you guess what's wrong in this game's indoors scene?
Harold Serrano
DECEMBER 4, 2024
As stated in my previous post , my goal is to improve the robustness of the Untold Engine by focusing on developing various games. I was thinking of a game to make, and I thought about how much my kids love car games. By AI assist, I simply mean a path the car will follow throughout the game. So, what issues did find?
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Cocos
MAY 14, 2023
This article will delve into the principles and code of the static occlusion culling solution in Cocos Cyberpunk. This approach enables our games to efficiently eliminate unseen static objects during rendering, reducing the rendering load and enhancing game performance. I hope to help you advance further in 3D game development.
Cocos
NOVEMBER 9, 2023
I am making a platformer game. In other threads I read that there was a macro to disable culling, but I don’t know where it is in cocos2dx 4.0. Hello, I am having a huge problem. It is basically a tilemap moving in the opposite direction of the player to work as a camera that follows.
Cocos
JUNE 16, 2024
Here are some practical tips: Reorganize the Rendering Tree Without Affecting Logic: By decoupling the rendering tree from the game logic, you can achieve more flexible rendering without interfering with game mechanics. This allows for easier optimization and maintenance.
Cocos
JUNE 16, 2024
Here are some practical tips: Reorganize the Rendering Tree Without Affecting Logic: By decoupling the rendering tree from the game logic, you can achieve more flexible rendering without interfering with game mechanics. This allows for easier optimization and maintenance.
Cocos
JUNE 16, 2024
Here are some practical tips: Reorganize the Rendering Tree Without Affecting Logic: By decoupling the rendering tree from the game logic, you can achieve more flexible rendering without interfering with game mechanics. This allows for easier optimization and maintenance.
Cocos
JUNE 16, 2024
Here are some practical tips: Reorganize the Rendering Tree Without Affecting Logic: By decoupling the rendering tree from the game logic, you can achieve more flexible rendering without interfering with game mechanics. This allows for easier optimization and maintenance.
GamesIndustry.biz
JANUARY 13, 2023
For decades, conventional wisdom about game development has stated that the launch of a new hardware generation would bring with it a step change in costs. Read more.
PreMortem.Games
OCTOBER 14, 2024
Unity’s Frustum Culling and Depth Rejection techniques help reduce the amount of geometry processed by discarding objects outside the camera’s view or hidden by others. GPU Occlusion Culling adds another layer of optimization by skipping objects that are occluded by other elements in the scene, thus reducing unnecessary vertex processing.
Mircosoft Game Dev
JANUARY 15, 2023
using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. The traditional way to make games longer since the beginning of times is to divide them in stages. Creating games this way is, as a result, more challenging.
Cocos
JULY 20, 2024
I’m getting ready to launch a box2D game with the 2D engine (a few features culled) and not noticing any heat up in extended play tests. Is it the 3D version or 2D version of Cocos?
PreMortem.Games
NOVEMBER 23, 2023
Developer Epic Games fires 830 people this year. The games industry is doing better than it’s ever done. According to videogamelayoffs.com , a site that tracks public announcements across the industry, a reported total of 8,000 people have lost their jobs in gaming in 2023. Top image: Fortnite. women, and people of color).
Grumpy Gamer
AUGUST 10, 2014
In part 1 of 1 in my series of articles on games design, let's delve into one of the (if not THE) most useful tool for designing adventure games: The Puzzle Dependency Chart. The game is full of dead end puzzles and the flow is uneven and gets bottlenecked too much. For this article, I'm going to go with Chart. It's Sunday.
Ask a Game Dev
MARCH 27, 2024
The vertical slice is a big milestone in a game's development because it shows the entire game coming together in a cohesive play experience. Since it shows all of the major systems in the game working together, it naturally answers most questions about how the game will play. Call of Duty, Pokemon, Madden, etc.).
Nvidia
MAY 21, 2021
NetEase Thunder Fire Games Uses Mesh Shading To Create Beautiful Game Environments for Justice In December, we interviewed Haiyong Qian, NetEase Game Engine. Not only are the updated environments breathtaking, the game supports 1.8 Not only are the updated environments breathtaking, the game supports 1.8
Mircosoft Game Dev
FEBRUARY 1, 2021
Before getting into the GPU side, several optimizations have been done on the CPU side: Culling is now done in a brute-force way which is extremely cache efficient. Everything in the main frame is culled at the same time, objects, light cascades, SDFGI cascades, etc. These test do culling on 10k objects.
Cocos
APRIL 13, 2023
The purpose of developing Cocos Cyberpunk is to showcase the Cocos Engine’s ability to create complex 3D games on multiple platforms and to motivate the developers in Cocos community to learn game development. Today, I am thrilled to share with you an amazing 3D shooter game project that I think you’ll love.
Grumpy Gamer
AUGUST 9, 2014
In part 1 of 1 in my series of articles on games design, let’s delve into one of the (if not THE) most useful tool for designing adventure games: The Puzzle Dependency Chart. The game is full of dead end puzzles and the flow is uneven and gets bottlenecked too much. For this article, I’m going to go with Chart.
Grumpy Gamer
MAY 25, 2020
I'm sure everyone is getting tired of playing Animal Crossing, and what better way to exercise your grey-matter than modding your favorite game. The other downside is these really are the dev tools we used to make the game, and like most in-house dev tools, they are poorly documented and very crude around the edges. there's more.
Grumpy Gamer
MAY 24, 2020
I’m sure everyone is getting tired of playing Animal Crossing, and what better way to exercise your grey-matter than modding your favorite game. The other downside is these really are the dev tools we used to make the game, and like most in-house dev tools, they are poorly documented and very crude around the edges.
Cocos
APRIL 14, 2023
For someone who didn’t know Cocos Cyberpunk, it is an open source 3D TPS (Third-person Shooter) game, developed by the Cocos Engine team, which can be published to iOS, Android and Web. Open the scene named scene-game-start and click on the preview button to run the game, you will see the following screen.
iXie gaming
JULY 19, 2024
Have you ever played a game with amazing graphics, but something just didn’t feel right? Bad lighting can make a game world feel dull and lifeless, while great lighting can make a game unforgettable by creating emotions, leading your exploration, and immersing you in a believable world. The problem might be the lighting.
Awesome Tuts
APRIL 8, 2022
These are 7 absolutely worst things you can do in your game dev project that will slow down your game, make it crash, not get you hired in a game studio, or get you fired if you work in one. But in Unity, if Awake & Start are left empty, they will still affect the loading time of your game. So what are they? #1
The Bottom Feeder
JUNE 14, 2022
Our next game, Queen's Wish 2: The Tormentor , is taking part. You can go over a grab a demo and try a few hours of our next game for free. (I’ll I’ll also be streaming the game and answering questions on that page, Thursday and Sunday. Queen's Wish 2 is the 17th all-new full length game in my career.
Game Development
JANUARY 23, 2019
Full Unity 2D Game Tutorial 2019 – Making Mini Map Mask. Full Unity 2D Game Tutorial 2019 – Making Minor Modifications. Full Unity 2D Game Tutorial 2019 – Mini Map Camera. Adding a camera is the same as adding any other game object. Finally we update the culling mask and remove the default layer by clicking on it.
Gamesbrief
AUGUST 11, 2022
over the last 12 months in the US) means for the video game industry. The impact of inflation on video game prices. There are also more entertainment subscriptions than ever, as the great unbundling of cable continues, but subscription services exploding (Netflix, Disney+, Paramount+, CNN as well as all the game services).
Nvidia
JULY 25, 2022
This post gathers best practices based on our experiences so far using NVIDIA RTX ray tracing in games. It can be directly in the AS build calls or in some related task like the culling of the objects. Cull instances for TLAS. Instead, cull instances depending on the situation. Update the BLAS only for visible objects.
Mircosoft Game Dev
NOVEMBER 16, 2022
The game is developed by Vedg Studio / NoirosL and was recently ported to Godot 4.0 Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Wishlist it on Steam! What's new. If you're interested in an overview of what's new in Godot 4.0 beta in general, have a look at the detailed release notes for 4.0
Mircosoft Game Dev
JANUARY 28, 2025
What a year it has been, with the number of Godot submissions in game jams rising to new heights, more people working for the Godot Foundation than ever before , and most industry award shows featuring one if not more games made with Godot. And with that, the 2024 season comes to an end. A busy year inside the project as well.
Game Designing
AUGUST 23, 2023
And we’ll do lots of baking: Lightmaps with multiple Scenes Navmesh data with multiple Scenes Occlusion Culling data with multiple Scenes Lesson 6 Video Transcript Hey there everyone. In the previous lesson, we added some UI to our game for the first time while creating this main menu of sorts.
Mircosoft Game Dev
JANUARY 10, 2023
The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). Jump to the Downloads section. They've been building upon Godot 4.0 What's new.
Mircosoft Game Dev
NOVEMBER 6, 2021
x branch to develop and publish their games today , so it's important for us to keep giving Godot 3 users an improved gamedev experience. As such, most of the focus was on implementing missing features or bugfixes which are critical for publishing 2D and 3D games with Godot 3, and on making the existing features more optimized and reliable.
Nvidia
FEBRUARY 11, 2021
Leveling up your games with the cutting-edge technologies found in the biggest blockbusters just got a lot simpler. Leveling up your games with the cutting-edge technologies found in the biggest blockbusters just got a lot simpler. Pull the latest change list from UE4 mainline today to improve system latency in your game.
Mircosoft Game Dev
MARCH 15, 2022
In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. Anything behind the polygon will be culled from view. It is really as simple as that to get started, place them wherever you like in your game level.
Greenheart Games
FEBRUARY 12, 2018
We are lucky that despite the culling of thousands of 5-star reviews, only a handful of people rated the game 3-stars or lower and so our average is still a respectable 4.92 We don’t incentivize reviews, we don’t buy reviews, we don’t review the game ourselves and we don’t even tell our friends to review it.
Mircosoft Game Dev
JANUARY 10, 2023
The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). Jump to the Downloads section. They’ve been building upon Godot 4.0 What’s new.
The Knights of Unity
JUNE 5, 2020
Unity Engine introduces an awesome tools to empower your game development process. In this post I’m going to explain to you how to use render textures in your game. I have also set up Culling Mask so that the camera captures only the things with the correct layer. This feature opens many ways to step up your game (literally!).
Mircosoft Game Dev
MARCH 30, 2022
In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. Anything behind the polygon will be culled from view. It is really as simple as that to get started, place them wherever you like in your game level.
Mircosoft Game Dev
APRIL 15, 2022
In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. Anything behind the polygon will be culled from view. It is really as simple as that to get started, place them wherever you like in your game level.
Mircosoft Game Dev
MAY 3, 2022
In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. Anything behind the polygon will be culled from view. It is really as simple as that to get started, place them wherever you like in your game level.
Mircosoft Game Dev
DECEMBER 30, 2016
Improve Culling: Portals (rewrite as polygon-based) and Rooms. The new GI probe implementation in Godot is a game changer, and gives Godot 3.0 Implement post process effects: DOF Blur, Bloom and Tone Mapping. TODO for Milestone #4 (January 2017). Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles.
Mircosoft Game Dev
SEPTEMBER 23, 2016
Before going into optimizing for multiple threads, let's first take a look at the typical order of execution of the main blocks of a game engine. Research on game engine optimization for multiple threads at the time resulted in documentation and papers for a new technique named job scheduling. How is this achieved?
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