public class BecomeVisible : MonoBehaviour { // Disable this script when the GameObject moves out of the camera's view void OnBecameInvisible() { enabled = false; } // Enable this script when the GameObject moves into the camera's view void OnBecameVisible() { enabled = true; } void ...
* in 2021.3.43f1 and 2022.3.45f1, if the project is closed, and then reopened with the window open, OnBecameVisible is called before OnEnable * There is a regression somewhere between the Unity 2021.3/2022.3 and Unity 6 versions, but test results become inconsistent...
This is not a good idea since Unity has to invoke the update function and you are performing work every frame. A better solution is to disabling the behaviour until the player comes closer. There are 3 ways to do this: 1. Use OnBecameVisible and OnBecameInvisible. These call backs are ti...
✓ 遮挡剔除使得当对象不在摄像机视野范围内时不渲染对象,这样可节省 GPU 处理能力。 ✓ 如何高效地使用 OnBecameVisible() 和 OnBecomeInvisible() 回调。 ✓ 渲染顺序对于性能而言是非常重要的。最好的方法是从前到后渲染不透明对象,这有助于减少过度绘制。开发人员会了解到,还可以利用哪些最新硬件技术来减少...
OnBecameVisible/OnBecameInvisible: Called when an object becomes visible/invisible to any camera.OnBecameInvisibleis not shown in the flow chart above since an object may become invisible at any time. OnWillRenderObject: Calledoncefor each camera if the object is visible. ...
OnApplicationQuit Sent to all game objects before the application is quit. OnAudioFilterRead 如果实现了 OnAudioFilterRead,Unity 将在音频 DSP 链中插入一个自定义滤波器。 OnBecameInvisible OnBecameInvisible 在渲染器对任何摄像机都不可见时调用。 OnBecameVisible OnBecameVisible 在渲染器变为对任意摄像机可见...
c、善于使用OnBecomeVisible OnBecomeDisvisible方法 d、尽量使用内置元素 new Vector3(1,1,1) Vector3.one Color.green e、尽量少使用浮点数以及除法 GPU 减少绘制的项目: a、能静态的尽量标注为静态 b、尽量少用灯光 c、LOD:层级细节--LODGroup 提高内存的占用 减少GPU的消耗 d、遮挡剔除:参与遮挡剔除的物体...
As soon as any camera can see the object, OnBecameVisible will be called, when no camera sees it anymore OnBecameInvisible will be called. This is useful in some cases, but often for AI it is not useful because enemies would become disabled as soon as you turn the camera away from them...
OnWillRenderObject: Called once for each camera if the object is visible. OnPreRender: Called before the camera starts rendering the scene. OnRenderObject: Called after all regular scene rendering is done. You can use GL class or Graphics.DrawMeshNow to draw custom geometry at this point. ...
For example, you can use events like OnBecameVisible and OnBecameInvisible to detect when an object can’t be seen and avoid updating it. Coroutines can be a useful way to call code that needs regular updates but doesn’t need to run every frame:-...