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[Unity 5.4] - "CullAllVisibleLights" on baked lights

Discussion in 'Editor & General Support' started by Deleted User, Aug 12, 2016.

  1. Deleted User

    Deleted User

    Guest

    Hi! I have a large scene, with only baked lights, I see unity is spending resources on "CullAllVisibleLights" This is in editor, and might be different in build, but since all of those lights are baked, they should not require any cull testing etc? I work around this by disabling them on start, but this should not be necessary?
     
  2. PacoChan

    PacoChan

    Joined:
    May 28, 2015
    Posts:
    44
    Even if this is an old thread, I post here because I found out this myself just now in Unity 5.6.2p4 and haven't seen anybody else commenting on this matter.

    My scene for a mobile game has all of its lights baked, and it's kinda weird that Unity checks visibility to all of them spending a millisecond or more per frame.
     
  3. Dee_Lucky

    Dee_Lucky

    Joined:
    Jun 26, 2015
    Posts:
    53
    Did anyone solve this?
     
  4. Romaleks360

    Romaleks360

    Joined:
    Sep 9, 2017
    Posts:
    72