camera.layerCullDistances not working on gameobject with combinechildren

Hi! I have a parent gameobject, its children share a common material, so I thought it would be a good idea to have them under a single gameobject and add the combinechildren.js script to it, at the same time they are on a layer that I want to be rendered only when they are certain distance away, so I have a script in the camera that goes like this :

function Start () {

    var distances = new float[32];

	distances[8] = 100;
	distances[9] = 200;
	
    camera.layerCullDistances = distances;

}

I have the parent gameobject on layer number 8, so I expected each individual children to be visible only when the camera is within 100 units, but even the children that are really far away are visible.

When I remove the combinechilren script, it works fine and the children are visible only till a distance.

Do combinechildren and camera.layerCullDistances don’t function together, if not, which one should I go for, in order to get better performance? I have already created some texture atlases so that I could combine the gameobjects that use the same material…

Thanks for reading.Any help would be appreciated!

Vatsal

If this script is using Mesh.Combine, then what you are describing is juste the normal behaviour: at runtime only one mesh (with submeshes) exists. Therefore only one layer is used.

See this other topic: Frustum culling - Questions & Answers - Unity Discussions