We purchased the asset a few days ago, and it works well on our game. However, the asset takes too much time per frame's time. Most of time spent in firing rays from pixels. I am investigating why does it happen and I see that the method CullingGroup.QueryIndices(...) always return 0. It means that CullingGroup with sphere doesn't work. However, when I use CullingGroup.OnStateChanged, it still notify me when a sphere is in or out of Frustum View. Could you help me explain what's the purpose of CullingGroup.QUeryIndices(), does it affect our performance when it always return 0, and why it returns 0?