
Increase the performance of your game by completely disabling game objects based on the frustum or distance of the camera.Frustum Culling boosts performance by fully disabling objects outside the camera’s view or range, stopping events, scripts, animations, sounds, and more. It supports 3D, 2D, and 2.5D games but is not intended for static objects like trees, which standard occlusion culling handles.Documentation | Discord | Publisher PageGET IN A BUNDLEThis asset is part of the Mega Tools Collection. Get 5 different assets while saving money.WHY USE FRUSTUM CULLING?CPU-heavy objects hurt performance when not needed. To fix this, disable them when out of view or distance, then re-enable when visible. For example, a puzzle script running constant checks doesn’t need to run off-screen. This will greatly boost framerate.SUPPORTED VIEWSFully supports 3D (first & third person camera) as well as 2D including 2.5D camera view.RENDERING PIPELINESThis package works on all rendering pipelines (Built-in, URP & HDRP) but the demos are made for Built-in and URP.DYNAMIC OBJECTSFrustum Culling works on dynamic game objects. Even those generated at runtime.DISTANCE CULLINGYou can also, optionally, disable game objects based on the distance of the camera, as well as the view.HOW IS THIS DIFFERENT FROM UNITY'S SOLUTION?Unity’s Occlusion Culling only disables mesh renderers, not entire objects. This tool fully disables game objects, giving greater performance gains.DOCUMENTATIONThe package comes with documentation and fully commented source code as well as a demo for Built-in and URP to help give you a running start.Please leave us your thoughts and let us know what you think, we always appreciate any feedback.For any questions, support or technical help, please contact me by email or Discord.