Version: 2019.1 (switch to 2018.3 or 2017.4)
LanguageEnglish
  • C#

CullingGroup

class in UnityEngine

/

Implemented in:UnityEngine.CoreModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Describes a set of bounding spheres that should have their visibility and distances maintained.

Properties

enabledPauses culling group execution.
onStateChangedSets the callback that will be called when a sphere's visibility and/or distance state has changed.
targetCameraLocks the CullingGroup to a specific camera.

Constructors

CullingGroupCreate a CullingGroup.

Public Methods

DisposeClean up all memory used by the CullingGroup immediately.
EraseSwapBackErase a given bounding sphere by moving the final sphere on top of it.
GetDistanceGet the current distance band index of a given sphere.
IsVisibleReturns true if the bounding sphere at index is currently visible from any of the contributing cameras.
QueryIndicesRetrieve the indices of spheres that have particular visibility and/or distance states.
SetBoundingDistancesSet bounding distances for 'distance bands' the group should compute, as well as options for how spheres falling into each distance band should be treated.
SetBoundingSphereCountSets the number of bounding spheres in the bounding spheres array that are actually being used.
SetBoundingSpheresSets the array of bounding sphere definitions that the CullingGroup should compute culling for.
SetDistanceReferencePointSet the reference point from which distance bands are measured.

Delegates

StateChangedThis delegate is used for recieving a callback when a sphere's distance or visibility state has changed.

Did you find this page useful? Please give it a rating: