M2HCulling: Optimize your game - culling system for Unity

M2HCulling - Occlusion culling system for Unity

Integrate M2HCulling in your project and greatly boost your games performance within 30 minutes!

This document, and accompanying Unity project, help you address performance problems in your Unity application. Starting with a brief introduction to general optimizing techniques for Unity games after which I will show you my Unity occlusion system which greatly improves rendering performance.

Links
Download M2HCulling pdf
Download M2HCulling project folder

whoa, thank you for sharing!

time to investigate the advantages of this culling method over the internal Unity3D culling method

noob

Whats culling?

if you read the material that comes with it, you will know :slight_smile:

i’m fairly familiar with culling :wink:

and I just read the pdf, looks good, seems to offer a bit of customization over the culling already in there. cool

Unity 2.X only does frustum culling, any objects that are in front of your camera (in the cameras view) will be rendered, even when they are behind other objects such as your levels walls. M2HCulling can also cull these objects for a significant performance boost.

In this case, disabling the rendering of objects that aren’t visible to save you rendering performance. For more info read the pdf.

Isn’t that, like, already in Unity? What makes this one so special?

Nope, see my previous post where I quoted zhx. Unity renders your entire level even if you’re facing a brick wall.

Unity 3.0 will have a cool occlusion system, but 2.X does no more than some frustum culling. Please read the pdf for the whole story. In the pdf are two simple example project that go from +/-100 fps to 300FPS using the M2HCulling.

M2HCulling will make no difference in 2D games or topdown games, but for 3D games, say FPS games, it makes a huge diference (easily 200%+ boost, depending on your level&culling design).

Sweet. This is awesome.

I’m guessing this is for non iPhone Unity seeing as how there is a full fledged occlusion culling system built into Unity iPhone (in addition to the standard frustum culling). Have you compared the performance? I would imagine the built in one has a major advantage of being written in C++…

Yes this has been made for mac/pc standalone/webplayer, but should run on iPhone too. I have not compared the iPhone culling as I’ve no access to a mac these days.

The coding language shouldn’t really make a difference performance wise as culling is not something you need to recalculate every frame. Calculations/setup is done in front.

I guess with a good culling setup there shouldnt be much of a difference in using my culling system or unity iPhones culling system.

You don’t stop amazining me :smile:

after further checking into this awesome script, I have to say wow thank you!
I wonder how this compares to the built in iPhone culling, as that was the system I’m accustomed to, and was originally referencing with my statements. If anyone can offer any insight into this specifically it would be much appreciated.

This rocks for the desktop!!!

LOL, Found a glitch. Since there is no coolision detection on the roof of the simple example worlds you can jump out in the manual version off of the barrels that are stacked horizontally into a “room” with no exit that is also outside of the culling areas in most casses.

Your system might be an alternative for iPhone Basic users as Occlusion Culling will be a pro-only feature with Unity 3.

this is awesome

Just pulled this down and took a look - fantastic bit of work – THANK you so much for sharing it with us!

Great, same for Unity (free/indie) then. Nice!

Thanks for the cool resource dudes!

Very interesting project, very useful ! Thank you.
But it looks like we can’t rotate the areas.

With the auto mode i suppose it’s because the using of Bounds. What about the manual mode ?