Objects out of camera frustum still are alive consuming CPU cycles? So, it’s a good practice to take an inventory of all item and stop animation, stop calculations, etc?
Any way to stop all objects out of camera culling? (any knowed asset?)
Objects out of camera frustum still are alive consuming CPU cycles? So, it’s a good practice to take an inventory of all item and stop animation, stop calculations, etc?
Any way to stop all objects out of camera culling? (any knowed asset?)
Use OnBecameInvisible/OnBecameVisible.
–Eric
wow. thanks!
void Start() {}
void OnBecameVisible() { enabled = true; Debug.Log(“Visible”); }
void OnBecameInvisible() { enabled = false; Debug.Log(“Invisible”); }
void Update () { Debug.Log(“Update”); }
When became invisible enabled is set to false, and debbuger is stopped in “Debug.Log(“Invisible”)” (where is my breakpoint)
But when i continue, code stop in next breakpoint in ( update function), lookinh enable value is set to " true " ?? Why if after continue enable was false?
So, what’s wrong?
script are attached to a gameobject, gameobject have a render & a particle system
Anyway, I should to stop the gameobject? or the script?
What’s wrong with this code? Why Update is processed?
void OnBecameVisible() {
enabled = true;
test=true;
Debug.Log(“Visible”);
}
void OnBecameInvisible() {
enabled = false;
test=false;
Debug.Log(“Invisible”);
}
// Update is called once per frame
void Update () {
if (!test)
Debug.Log (“Why access to update if is invisible?”);
}