Entity mesh Frustum Culling?

hello,

does exists any solution to Frustum culling Entities mesh on Entities 0.5.x + Hybrid 0.3.x / unity 2019.3 ?

thanks.

Here are two possibilities I can think of using the collision queries in the new physics API:

  1. Use a mesh collider query with a mesh that is the shape of the frustum you want with start and end very close together
  2. Use another type of query (eg. overlap or distance) inside of which the frustum fits and then filter those out using frustum plane comparisons (translate, positive dot product with plane normal)