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simple occlusion culling unity and LOD [4.6 indie]

Discussion in 'Scripting' started by Arno1975, Feb 26, 2015.

  1. Arno1975

    Arno1975

    Joined:
    Aug 14, 2013
    Posts:
    43
    I 'm working on a idea, but i don't know if it is as simple as i think.
    and i don't know how heavy it is.

    I’m having a normal fist player controller, with a box collider attached as trigger.
    When a object enters the trigger its rendered on triggerenter it isn’t rendered if its on layer LOD1
    Then i have a second game object that mimics the position and rotation of my FPC.
    This object has an collider and objects react as mentioned above when on layer LOD2

    I'm using the second object because two triggers on one object gives problems.

    I think this is a very easy system for occlusion culling and LOD or am i missing something.

    The only thing i want is a collider in the shape of my camera.
     
  2. hpjohn

    hpjohn

    Joined:
    Aug 14, 2012
    Posts:
    2,190
    So you have every single object in the scene with a collider?
    Seems like a good way to slow down physics
     
  3. Arno1975

    Arno1975

    Joined:
    Aug 14, 2013
    Posts:
    43
    Is it a better solution to use bounds.intersect or physics.overlapShere