As the title states, I just stumbled after some testing on the fact that when you animator is set to Cull Completely (though I assume it's gonna be the same for Cull Updates Transforms), this culling only starts taking place AFTER said animator has been actually inside your view frustum and then went back outside. I find this behaviour really weird (and kinda defeats the purpose) and I believe this isn't working as intended; one would assume that on startup, animators setup to be culled that are outside the view frustum would be disabled by default, and only enabled once you get to see them... Repro steps are easy: (disclaimer: remember that in editor, the scene view camera also counts towards culling!) Just make a scene with a lot of animators all around the camera (the more not visible upon startup, the better results), set them to Cull Completely. Play the scene, look how many of them are updated within the profiler at Animator.Update > Animator.ApplyOnAnimatorMove (spoiler alert: all of them!). Now walk/turn around a bit, in order to enable their culling, and eventually go back to initial position/orientation. Look again within the profiler: WOW, dramatic decrease! Anyone having an idea on how to easily work around this, or if it's fixed/on the way? I haven't found anything mentioning it for now.