Question about the internal parts of Unity

This is really geared toward the OTEE guys, and probably more specifically Aras and Joachim. How does Unity handle scene management and visibility tests? I know a lot of smaller engines use Octrees, BSPs or some type of k-d trees, but this seems primitive for an engine like Unity. I’m not looking for a very technical answer, a simple “We use…” would suffice :stuck_out_tongue:

Thanks,
Jedd

We use frustum culling and make it really fast :slight_smile:

Thanks :smile: (I’m sure PhysX handles some of the issues with collision testing also that would go on with scene management).

Thanks Aras!

PhysX using sweep-and-prune combined with something, I think. Not sure what exactly, I checked that ages ago.