I’ve searched a long time with different tags like viewdistance drawdistance circle sphere… but I cannot find any information about this…
How do I set the “draw distance” called “Clipping Planes - far” on the main camera, to a Circle/Sphere form? I can see further in my gameworld near the edges of my screen because the “draw distance” is set to a square as default!
Like in Minecraft, you can set this “draw distance” to a sphere or square, you just loose some FPS if you choose sphere…
Is it really possible that this feature is not implemented in Unity3D ?
There’s no global setting but the solution is to set the far clip plane further away and then use per-layer culling for all visible layers to cull them before that distance and set layerCullSpherical to true.
Yeah, I’m kinda new to Unity, but I think that’s not implemented. If it really bothers you, you could set up a script for every bigger gameobject so that it disables the MeshFilter when the distance is greater than a maxDist between the camera and the gameobject, but I don’t know performance-wise how that handles.