
Drakkar Culling Pro is a comprehensive occlusion culling solution, designed to maximize performance reducing drawcalls, overdraw, and per-frame computing power. Suitable for indoor and outdoor scenes.Drakkar Culling Pro: Unlocking peak performance for your Unity projects.Note that Drakkar Culling Pro is not tested for VR/XR.Drakkar Culling Pro is a powerful and comprehensive occlusion culling system specifically engineered for Unity, designed to extract every last drop of performance from your project.Its primary function is to intelligently activate and deactivate renderers and other types of objects (including custom ones) based on whether they are occluded by an Occluder or are off-screen. This dynamic management significantly reduces drawcalls, overdraw, and per-frame computing power, leading to optimized performance.Works on any hardware, no compute shader support needed.Core Performance & Development Advantages:Exceptional Speed: Drakkar Culling Pro operates in fractions of a millisecond. This is achieved by leveraging Burst-compiled, multi-threaded C# jobs, ensuring minimal performance overhead.Rapid Iteration: The system is designed for quick development cycles, notably requiring no scene baking and low memory footprint. This streamlines the workflow, allowing developers to iterate and test optimizations efficiently.Versatile Support: It supports both static and dynamic geometry out of the box, offering flexibility for various scene setups.Gameplay Integration: Drakkar Culling Pro allows developers to hook into culling events, enabling them to leverage visibility changes for gameplay logic.Drakkar Culling Pro features a robust Rooms & Portals system specifically designed for indoor environments or partitioned spaces. This solution is ideal for games with interior locations, even if they are part of a larger outdoor area. The system optimizes performance by activating and deactivating entire regions of your scene based on camera visibility, significantly reducing the amount of geometry processed by Unity.High Performance Core:It leverages Burst-compiled, multi-threaded C# jobs for rapid visibility calculations, operating in fractions of a millisecond.Designed for rapid iteration, requiring no scene baking.Supports both static and dynamic geometry natively.Rooms & Portals System (for partitioned environments):Intelligent Spatial Partitioning: Enables the activation and deactivation of entire scene regions (Rooms) based on portals visibility, significantly reducing processed geometry.No baking required.CrossRoom Component: Designed for objects that are visible from multiple Rooms but do not exclusively belong to any single one. Its visibility is managed based on whether all of its linked Rooms are currently invisible.Occluders & Occludees System:Drakkar Occludee: Represents objects that can be "occluded" by an Occluder. They support various bounding Shape types. Occludees can be configured as Static or Dynamic . They support Children Objects for hierarchical visibility control.Occluder: Defines a box-shaped volume that blocks visibility to other objects. Occluders can be configured to be always active or to use more sophisticated occlusion culling based on size or distance from the camera for specific scenarios. Occluders can be static or dynamic.Integration and Flexibility:Full source code included.Full integration with Drakkar Events: Allows hooking into culling events for gameplay logic, providing specific DrakkarActions to control Portals and Visibility Objects.IActivable Interface: Enables creation of custom components to be detected and activated/deactivated by the system, allowing for flexible custom object management.Extensive Code Reference/API: Provides public properties and methods for programmatic control over components like DrakkarRoom, DrakkarPortal, DrakkarCrossRoom, and VisibilityObject.Debugging Tools:It features a debug tool to visualize culled objects in the game view.Provides gizmos for visualizing rooms, portals, occluders, and occludees directly in the scene view.Offers a View Rect visualization for Portals during gameplay for debugging purposes.Includes debug options to print console messages for component activation/deactivation events.Online Documentation