Projector culling error since 3.5

Hi,

we are using projectors heavily in our levels. Upgrading to Unity 3.5 we discovered a huge performance drop. The reason for that seems to be that the projectors are not culled anymore. Rather than influencing those meshes inside the bounds of the projector the projector simply influences ALL meshes in the scene. This results in about 80000 Draw Calls on our levels and 3FPS where there were 60 FPS with unity 3.4.

The first Screenshot shows the behaviour in Unity 3.4 (luckily preserved on a mac). You can see that the right plane is slightly lighter than the left one. It is lit by the projector.

The second screenshot shows the new (in my opinion an error) behaviour in Unity 3.5, which is completely useless for us. You can see both planes with the same color value. Both are lit by the projector.

This is an example project made especially for this scenario. I will attach it to this post for further reference.

835851–31181–$projector test.zip (878 KB)

So my question:

Is this a known bug?
Is there a workaround?

We have about 50 Levels so it would be great if there is a solution that can be applied to the projectors rather than replacing them with spotlights.

greetings
Kai Wegner

This was filed as a bug and will be resolved in the next release of unity (according to their staff).

Hi Kai,

We have reproduced this and made a fix. We’ll get it out to you as soon as it goes through QA.

Cheers,
Kaspar

Good to hear a fix is coming, I am also using allot of projectors and my draw calls went from 2 - 3k upto 29k! :slight_smile:

Is there an update on whether the patch is coming soon? or any status on the update at all?

Hellos! Is this ready yet? =)

I’d guess this would be in 3.5.1 which should be soon.