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Mastering Unity 5.x

You're reading from   Mastering Unity 5.x Create amazing games with brilliant game play features using Unity 5.x

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Product type Paperback
Published in Jan 2017
Publisher Packt
ISBN-13 9781785880742
Length 592 pages
Edition 1st Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (9) Chapters Close

Preface 1. Preparation and Asset-Configuring FREE CHAPTER 2. Level Design and Structure 3. Player Controls - Movement 4. Player Controls - Typing and Health 5. Enemies and Artificial Intelligence 6. Project Management and Version Control 7. Persistent Data - Load and Save Game States 8. Performance, Optimization, Mobiles, and More

Occlusion Culling


Unity imposes no official limits on the size of your scene, and there's no established convention or industry-standard making recommendations about scene size. This is a decision largely in your hands. But there will certainly be a limit in a practical sense. The complexity of meshes, materials, and special effects combine together with the number of meshes and their spread to determine just how computationally expensive a scene is when presented to a camera with a specific frustum and field of view. Unity tries to make scene rendering easier on the computer by applying Frustum Culling automatically. That is, it silently deactivates (culls) objects outside the viewing volume (frustum) of the camera. As objects leave the frustum, Unity ceases to render them, and as they enter the volume Unity starts rendering them. This optimization works well in many cases, for objects that clearly enter and leave the Frustum.

Camera frustum defines the limits of what can be seen

Using...

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