LOD Script is killng performance.

I’ve created a script that check how far the player is from an object, and if it’s over the distance threshold, then the renderer on it is disabled. What is happening though is that it’s checking the distance so much that it’s draining the performance, having a completely adverse effect on my scene. I’m currently using FixedUpdate(), after moving from Update(), but that’s made it worse. How can I call the check often enough for it to be effective, but not so much that the scene is worse off with the scripts?

There’s no reason to do that at all; Unity doesn’t render objects outside the view frustum automatically anyway. If this is about making objects disappear before they’re outside the view frustum, then you can use camera layer cull distances.