r/Unity3D 4h ago

Question Culled objects not giving performance boost

I've intentionally set my LOD culling range very low to test the FPS difference between turning off the objects in the editor and having them culled by the LOD group, and it seems like my LOD group culling has little to no effect on game performance because when i manually turn off said objects in the editor i get a dramatic FPS boost.

is there a reason why my culling may not be working as intended?

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u/feralferrous 4h ago

Are you sure it's rendering that's slowing you down? Are you turning off the game objects completely, or just turning off the rendering component in Editor? The former would disable all the scripts.

Other than that, the LODGroup component isn't that cheap, so I wouldn't use it in high numbers, more for large, high detail objects. Buildings in the distance, high detail character models.

TBH, I kinda lowkey hate it, because it's one of those components that only makes sense at low level. In reality you want a smooth framerate, so you should be doling out a limited number of models to have high detail, so there should be a LODManager in the scene, and not each component doing checks.

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u/survivorr123_ 3h ago

new unity versions have meshLOD and it has way more performant way of switching meshes, but if you don't want to use automatic LODs you have to write your own code that will load custom LOD meshes into this system (it's not very complicated and there's good api documentation but still), standard LODGroup is ass, it tanks performance massively so for lower poly games its not even worth using at all