Remember occlusion culling? Boost performance trough a spatial structure to determine visibility?
It became a lot easier in Unity 6 with GPU occlusion culling.
Set up the GPU resident drawer and enable GPU occlusion culling in the URP renderer!
#indiedev #gamedev
Remember occlusion culling? Boost performance trough a spatial structure to determine visibility?
It became a lot easier in Unity 6 with GPU occlusion culling.
Set up the GPU resident drawer and enable GPU occlusion culling in the URP renderer!
#indiedev #gamedev
GPU Resident Drawer is the built in cheat code for faster rendering in #Unity6!
It enables GPU Instancing in the Forward+ rendering path for MeshRenderers without the need for manual optimization.
The setup is done in a few clicks, check the attached image!
GPU Resident Drawer is the built in cheat code for faster rendering in #Unity6!
It enables GPU Instancing in the Forward+ rendering path for MeshRenderers without the need for manual optimization.
The setup is done in a few clicks, check the attached image!
The Transform class implements IEnumerable. With that you could i.e.:
- Iterate through the children of the transform like foreach (Transform child in transform) {...}
- Iterate with direct cast via .OfType
Example👇
#gamedev
The Transform class implements IEnumerable. With that you could i.e.:
- Iterate through the children of the transform like foreach (Transform child in transform) {...}
- Iterate with direct cast via .OfType
Example👇
#gamedev