Culling performance problems with ECS

Hello everybody.
I have a small system, that spawns Entity (converted GameObject) every 3 seconds. Then entities moving on the scene.

The problem is that Unity calls BatchRenderedGroup.InvokeOnPerformCulling method every 2-3 frame, that drops FPS dramatically.
I tried to turn off DynamicOcclusion for GameObjects - no improvements.

Does anybody have the same problem and know the solution? Thank you for your help :wink:

Screenshot from Profiler

Looks like you have a crap ton of allocations (in pink) are you sure its not the garbage collection that’s killing your perfs ? its simple to spot in the hierarchy view of the profiler

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