Script Cull | Object Script System/ Scripting Culling Framework
Golem Kin Games
$15.00
(no ratings)
Date |
Price |
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日期和时间 |
价钱($) |
11/07(2024) |
15.0 |
11/07(2024) |
10.5 |
11/21(2024) |
15.0 |
11/25(2024) |
15.0 |
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Optimize performance with the Script Culling System. Disable unnecessary scripts off-screen using Unity's CullingGroup API, ensuring your game runs smoothly by reducing overhead from inactive objects.The GolemKin Script Culling System is a high-performance optimization tool that leverages Unity’s CullingGroup API to disable unnecessary scripts on off-screen objects, significantly reducing overhead and improving frame rates in your Unity projects. This system dynamically manages scripts on objects based on their visibility to the camera, offering an efficient way to reduce CPU consumption in large or complex scenes.Key Features:Script-Based Culling: Automatically enable or disable scripts on game objects when they are visible or off-screen, ensuring that only active scripts are consuming resources.CullingGroup API Integration: Utilizes Unity's built-in CullingGroup API for efficient management of visibility and bounding spheres, reducing overhead and improving performance.Priority Script Management: Keep essential scripts running at all times, regardless of camera visibility, while disabling non-essential scripts to optimize performance.Customizable Culling Behaviors: Choose between different culling strategies, such as enabling/disabling scripts, fading out objects visually, or performing custom logic when objects are culled.Real-Time Telemetry: Monitor the number of active, visible scripts and those that have been culled with real-time telemetry, helping you track performance improvements as scripts are managed dynamically.Efficient Bounding Sphere Updates: Automatically update bounding spheres to match object movement, with the option to manually force updates for real-time control over culling.Simple API for Integration: Easily integrate the culling system with your project by registering or deregistering objects and scripts using the provided API methods.How It Works:The GolemKin Script Culling System uses Unity’s CullingGroup API to dynamically manage the lifecycle of scripts attached to game objects. Scripts on objects that are outside of the camera’s view are automatically disabled, and scripts on visible objects are enabled. This allows you to optimize your game’s performance by ensuring that only the scripts on relevant, visible objects are consuming resources at any given time.By defining priority scripts, you can ensure that critical game systems remain active, even when the objects they’re attached to are not visible. This system is ideal for large-scale games or applications where managing script overhead is crucial for maintaining smooth gameplay.Features in Detail:Custom Culling Behaviors: The system supports various culling behaviors, including disabling scripts, fading out objects, or running custom culling logic. You can choose the most effective method based on your specific project needs.Real-Time Telemetry and Debugging: Get insights into how many scripts are actively running versus how many have been culled with real-time telemetry, allowing you to monitor the system's effectiveness during gameplay.Manual Bounding Sphere Updates: While the system automatically handles most updates, you can manually trigger bounding sphere updates for more precise control, ensuring that object visibility is always accurately tracked.Use Cases:Open-World Games: Efficiently manage script performance by disabling scripts on objects in distant areas of the map, improving frame rates while keeping critical systems running.VR/AR Applications: Reduce the overhead of running scripts on objects outside the player's field of view, optimizing performance in resource-heavy VR/AR environments.Large-Scale Simulations: In simulation projects where numerous objects have scripts attached, this system allows for more efficient use of resources by disabling non-essential scripts as needed.Who Should Use This?If you’re working on a Unity project with large-scale scenes, many objects, or complex logic systems, the GolemKin Script Culling System is designed for you. It helps you balance gameplay complexity with high performance, especially for open-world games, VR/AR projects, or simulations where efficiency is critical.Support & Documentation:This asset comes with thorough documentation and example scenes to help you quickly integrate it into your project. Our support team is always available for assistance at support@golemkin.com. Feel free to reach out with any questions or concerns.Key Features:Script-Based Culling: Automatically enable or disable scripts on game objects when they are visible or off-screen, ensuring that only active scripts are consuming resources.CullingGroup API Integration: Utilizes Unity's built-in CullingGroup API for efficient management of visibility and bounding spheres, reducing overhead and improving performance.Priority Script Management: Keep essential scripts running at all times, regardless of camera visibility, while disabling non-essential scripts to optimize performance.Customizable Culling Behaviors: Choose between different culling strategies, such as enabling/disabling scripts, fading out objects visually, or performing custom logic when objects are culled.Real-Time Telemetry: Monitor the number of active, visible scripts and those that have been culled with real-time telemetry, helping you track performance improvements as scripts are managed dynamically.Efficient Bounding Sphere Updates: Automatically update bounding spheres to match object movement, with the option to manually force updates for real-time control over culling.Simple API for Integration: Easily integrate the culling system with your project by registering or deregistering objects and scripts using the provided API methods.promo and docs