Hello and welcome everyone! Dyna Cull is an asset for my game I am making, but I believe I'll be putting this on the asset store soon. This video wasn't made directly for advertising this product initially and was moreso targeted towards my games audience so there's a part in it where I mention I don't think I need to explain what the variables are doing on the inspector for it. But they are simple enough that really anyone in here can understand them as I try to keep things as simple as possible. In this video I'm showing how performance is before and after enabling DynaCull on 25 terrains generated with MapMagic full of trees, bushes, etc. All in all, there's tens of millions of trees, bushes, etc generated in real time through map magic. Current supported features A Distance Grid Based culling system. (For 3D) A Occlusion Culling system (Still needs work). (Only for 3D) Auto Scene Culling for non-terrain scenes. What I want to add before asset store release. 1: A bit more optimization where can be found. 2: Occlude objects instantiated later in the game (For example - you shoot a bad guy and he falls to the ground). If he's within the cell, he becomes part of the cell and thus when the cell turns off, so does he. 3: Occluding AI enemies - sort of the same concept as above, only this time simply occlude the Renderers so the AI logic can still do its work to save on Geometry rendered. 4: 2D Culling System. If there's anything else you'd like to see featured in this, please feel free to mention it here! Or if you have any questions I'm open to answering them all to the best of my abilities. Thanks everyone, David.