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Advanced Culling System

Discussion in 'Assets and Asset Store' started by NewGame_Studio, Jan 3, 2020.

  1. NewGame_Studio

    NewGame_Studio

    Joined:
    Apr 5, 2015
    Posts:
    228



    Advanced Culling System
    - it’s a bundle of tools for optimizing Your games.

    The main idea is hiding objects that not visible by the camera. For example, these objects may be overlapped by one large object or by many small objects.

    In the description, you can find links on videos demonstrating how this tool works. For example, comparisons of Occlusion Culling and Advanced Culling System

    -----------------------------------------------
    Examples
    Occlusion Culling(Windows)
    Static Culling(Windows)
    DynamicCulling(Android)
    -----------------------------------------------

    -----------------------------------------------
    Features :
    *Powered by C# Job System and Burst Compiler

    *HDRP support
    *Easy setup
    *Culling static objects
    *Culling dynamic objects
    *All platforms support by Chunks Master
    *All platforms support by Static Culling
    *Platforms support by Dynamic Culling : Windows, MacOS, Linux, Xbox One, PS4, Android (ARM v7 and v8+), iOS (ARM v7 and v8+)
    *Shadows casting and receiving support
    *Multiple sub-meshes support
    *Documented API
    -----------------------------------------------


    If you have any questions, you can freely contact me at any time by e-mail : andre-orsk@yandex.ru
    Have a nice day :)


    Asset Store URL : http://u3d.as/1Fz3
     
  2. NewGame_Studio

    NewGame_Studio

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    Occlusion Culling and Advanced Culling comparation

     
    digiross likes this.
  3. NewGame_Studio

    NewGame_Studio

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    New update soon will be available in Asset Store!

    Release notes :
    *Faster baking process
    *Calculating baking time feature
     
  4. NewGame_Studio

    NewGame_Studio

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    Dynamic Culling Example

     
  5. NewGame_Studio

    NewGame_Studio

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    New update is available in Asset Store!!!
     
  6. GCatz

    GCatz

    Joined:
    Jul 31, 2012
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    looks good, can't believe unity wasted money on Umbra's occlusion culling
    when one guy made 2x better culling.. and open source

    this is Umbra's site: https://www.umbrasoftware.com (remember this blog post?)
    as you can see its now some random small time games website,
    so I doubt we will see any updates at all for unity's occlusion culling
    some parts of the Unity engine are in a sad state, but thank god for assets like this who fills the gap
     
    NewGame_Studio likes this.
  7. NewGame_Studio

    NewGame_Studio

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    Yes, I also find it strange that Unity does not upgrate Occlusion Culling. Especially if you look at the great progress in all other directions.
     
  8. NewGame_Studio

    NewGame_Studio

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    Hey, maybe someone has some wishes what needs to be added to the next version?
     
  9. GCatz

    GCatz

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    only thing its missing is terrain culling, but I think its in the unity black box territory
     
  10. NewGame_Studio

    NewGame_Studio

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    Yeah, unfortunately, Unity Terrain has internal optimizing algorithms and my system can't interact with it.
     
  11. NewGame_Studio

    NewGame_Studio

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    New update is available in AssetStore!
     
  12. NewGame_Studio

    NewGame_Studio

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    Now You can get Advanced Culling System with 30% discount!!!
     
  13. GCatz

    GCatz

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    upload your video to reddit/r/unity3d, forums are semi active at best
     
  14. Quittern

    Quittern

    Joined:
    Oct 9, 2018
    Posts:
    19
    This won't be able to cull terrain at all then? My team would really need a better culling system, but most of our scenes have terrain in them, and unitys culling system can cull some of the terrain and trees but just does it really badly.
     
  15. AGregori

    AGregori

    Joined:
    Dec 11, 2014
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    This plugin seriously messes up my Unity 2019.3.3 project when it installs experimental(?) packages in addition to Burst. I get 10+ errors pointing to PackageCache/packagemanagerUI, and I need to delete the folder just to be able to use the editor.
    Then it rebuilds the UI and I need to start from scratch. Any solutions?
     
  16. AGregori

    AGregori

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    @NewGame_Studio I see you've just updated the packagemanager dependencies, is the above solved then? It's a pretty severe issue. How about a little communication here? Thanks.
     
  17. tomekkie2

    tomekkie2

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    Thank you for making good asset with advantages over the Unity builtin culling system.

    Are there any limitations regarding the culling areas?Can they overlap? Can they have irregular concave shapes or be stacked like puzzles?
    Or only allowed shape is cube?
    I am wondering if I could use shape of the rooms in the building, where some rooms (or corridors) are “L” or “H” shaped.

    I think it also lacks culling area visualisation for a case when the culling area is placed by user.
    So I draw a semitransparent cube first and then copy the transform values to the ngs culling area object.
    Then the culling settings could get saved with the scene, so I could use the previous settings when redoing the scene after a modification.
    And I would like to exclude (or have an option for that) transparent objects from occluders, because they do not hide what is behind them.

    I have tried to contact you few times at the mail above, but had got no response so far.