Hey,
I have a bunch of VFXs in my scene and some are very far away from the camera. I was wondering if it was common practice to do something like LOD (level of details) zones to reduce the cost of updating the VFXs that are too far? And if yes, how?
This is something that is common to do for meshes for instance, one can reduce the mesh complecity when it is far away from the camera (see Unity’s LOD for mesh).
So far I’ve attached a large Box Collider to my VFX and a script that simply pauses the VFX when the camera gets out of the box (and unpause when it is inside). Is pausing enough for reducing the cost?
Hiya, did you ever figure this one out? I still can’t seem to find a way to cull heavy vfx graphs, esp. considering they seem to be always carrying a cost even off-camera.
Hey! I did not find a dedicated way so I came out with doing this manually:
Each VFX which cost I want to reduce has a large box collider
On camera exiting this collider, a script is called which manually sets some exposed properties of the VFX to a cheaper value (for instance a lower max number of particles)
For very far away VFXs I even end up deactivating the Visual Effect component