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- 6000.2.6 or later
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- 1.3 MB
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BT - OptiCullingX: AAA-Level Occlusion Optimization System
AAA-Level Occlusion and Visibility Optimization. Professional-grade performance suite from mobile to high-end desktop. Boost performance with BT - OptiCullingX AAA-Level Occlusion Optimization System.
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About this asset
Transform Your Game's Performance with Professional AAA Level Dynamic Culling Harness the power of data-oriented design and high-performance native code to manage thousands of objects with zero CPU overhead. BT-OptiCullingX delivers a production-ready visibility framework that replaces static baked data with a fully dynamic, raycast-based occlusion system. Engineered for high-fidelity PC titles and resource-constrained mobile VR projects alike.
Core Optimization Modules
Dynamic Occlusion - Raycast-Based Visibility
- Instant Occlusion: A dynamic system that requires no baking and works with moving occluders and targets.
- Temporal Stability: Advanced filters that confirm occlusion over multiple frames to eliminate visual flickering.
- Zero-Alloc Material Cache: Intelligently identifies transparent surfaces like glass to prevent incorrect culling without generating GC allocations.
- Adaptive Raycast Budget: Precisely control CPU usage with configurable ray-per-object and frame-budget settings.
Advanced Frustum - Jobs-Powered View Filtering
- Multi-Threaded Execution: Leverages the Unity Job System to process visibility checks off the main thread.
- Frustum Padding: Configurable safety margins to prevent shadow artifacts and pop-in at the screen edges.
- Screen Size Culling: Automatically discards objects that are technically in view but too small to contribute to the visual scene.
Intelligent Distance - Profile-Based Culling
- Size-Based Scaling: Automatically adjusts cull distances based on object volume—large landmarks stay visible while small debris culls quickly.
- Layer Overrides: Define specific visibility thresholds for different object categories like "Terrain," "Characters," or "Props".
- Smooth Fading: Seamless alpha transitions for renderers to eliminate harsh popping during movement.
Light & Shadow - Real-Time Performance Control
- Shadow Culling: Disables expensive shadow map calculations at distance while maintaining the light source visibility.
- Importance System: Prioritize key gameplay lights over decorative environment lights using a weighted priority system.
- Intensity Fading: Smoothly interpolates light intensity during culling transitions for high-end visual fidelity.
Production-Ready Features
Professional Editor Suite
- Unified Dashboard: A centralized control window with real-time telemetry and module management.
- Batch Setup Tool: Apply culling logic to thousands of objects instantly with advanced filtering options.
- Visual Debugging: Scene view gizmos and color-coded bounding boxes for immediate visibility verification.
Runtime Intelligence
- Burst-Compiled Core: Critical mathematical operations are compiled into highly optimized native machine code.
- Lazy Cleanup: Incremental registry management to prevent frame-rate stutters during object destruction.
- ICullable Interface: Flexible API to integrate custom AI, particles, or procedural systems into the culling pipeline.
Proven Performance Gains
- Significant Draw Call Reduction by disabling non-visible geometry and shadows.
- Minimized Main Thread Pressure by offloading calculations to worker threads.
- Optimized GPU Fill Rate through aggressive screen-size and distance filtering.
- Stable Frame Times via a zero-allocation architecture that bypasses the Garbage Collector.
Platform Optimized
Mobile & VR
- Battery-efficient processing using multi-core utilization.
- Aggressive screen-size presets for limited mobile resolutions.
- Ideal for VR where maintaining high, stable FPS is critical.
Desktop & Console
- High-accuracy occlusion presets for complex urban or interior environments.
- Support for thousands of dynamic lights and high-poly environment meshes.
- Extensive customization for high-end performance targets.
What You Get
- Complete C# Source Code with detailed technical comments.
- Comprehensive technical documentation.
- High-performance Culling Profiles (Open World, Indoor, Mobile).
- Dedicated professional support
From the publisher's Asset Store listing.
Technical details
Technical Details
Core Systems
- Occlusion Culling: Real-time occlusion culling system that utilizes asynchronous raycast batches to hide objects behind obstacles without any pre-baking requirements.
- Frustum Culling : High-speed frustum culling powered by the Unity Job System and Burst Compiler, including advanced screen-size culling to discard visually insignificant objects.
- Distance & Screen-Size Culling : Distance-based culling module featuring size-aware logic that automatically scales visibility thresholds based on object volume.
- Light & Shadow Culling: Dynamic lighting management system that optimizes shadow-casting passes and light intensity based on camera proximity and importance analysis.
Key Features
- Real-time visibility tracking with automatic deactivation and restoration of game objects.
- Burst-compiled mathematical kernels for maximum CPU throughput and native-level performance.
- Zero-allocation material caching system that intelligently identifies transparent occluders to ensure rendering accuracy.
- Smooth alpha fading transitions via Material Property Blocks to eliminate visual popping.
- Shadow-only culling mode that preserves shadows for culled objects to maintain lighting consistency.
- Comprehensive dashboard with live telemetry, culling ratios, and precise CPU frame-budget analytics.
- Scene view debugging featuring color-coded bounding boxes and visual distance indicators.
- Advanced batch processing tool with vertex-count and renderer-type filtering for project-wide setup.
- Temporal stability filters to prevent flickering and artifacts in dynamic occlusion scenarios.
- Platform-specific optimization presets tailored for Mobile, VR, and high-end Desktop environments.
Technical Specifications
- Unity 2021.3 LTS or newer.
- Full compatibility with Built-in, URP, and HDRP rendering pipelines.
- Multi-threaded architecture utilizing the Unity Job System and Native Containers.
- Zero-allocation runtime execution loop to eliminate Garbage Collector (GC) spikes.
- Supports MeshRenderers, SkinnedMeshRenderers, SpriteRenderers, and TilemapRenderers.
- Complete C# source code with optimized data-oriented design patterns included.
- Extensive technical documentation and pre-configured culling profiles.
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.2.6f2 | Compatible | Compatible | Compatible |
As listed on the Asset Store.