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.
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.
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).
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.
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.
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.