It would mean you'd have to place a script on every game object you want to be voxelized. Also I've written a faster octree culling system that I could use if i wanted to go the route of a culling system. But id rather this was a drop in system. having to add a script to every game object is a little too much to ask IMO. Although it offers the best speed/control. A method that is simple to intergrate is having a layer/s for static voxelized object and layers for dynamic voxelized objects. but that can be pretty restrictive. another one is having shaders for static objects and shaders for dynamic voxelized objects so I can use the shader replacement tags to seperate them using unity's inbuilt culling system. But this would make it a lot harder to intergrate with custom shaders. If i can get the voxelization process to be fast then its not really an issue and voxelizing everything over X frames would be the easiest for users to integrate into their game. If anyone has any other ideas id love to hear them.