You should never disable frustum culling in a release build.
But sometimes it can be useful to do so for debugging or when dealing with a really wacky vertex shader where mesh bounds don’t make sense anymore. Here’s an easy way to disable frustum culling on a game object by moving its bounds into the center of the camera’s frustum:
// boundsTarget is the center of the camera's frustum, in world coordinates: Vector3 camPosition = camera.transform.position; Vector3 normCamForward = Vector3.Normalize(camera.transform.forward); float boundsDistance = (camera.farClipPlane - camera.nearClipPlane) / 2 + camera.nearClipPlane; Vector3 boundsTarget = camPosition + (normCamForward * boundsDistance); // The game object's transform will be applied to the mesh's bounds for frustum culling checking. // We need to "undo" this transform by making the boundsTarget relative to the game object's transform: Vector3 realtiveBoundsTarget = this.transform.InverseTransformPoint(boundsTarget); // Set the bounds of the mesh to be a 1x1x1 cube (actually doesn't matter what the size is) Mesh mesh = GetComponent().mesh; mesh.bounds = new Bounds(realtiveBoundsTarget, Vector3.one);
2 responses to “Disabling Frustum Culling on a Game Object in Unity”
I didn’t tried it, but
wouldn’t be “better” do (only once) something like:
mesh.bounds.min = Vector3( -inf, -inf, -inf )
mesh.bounds.max = Vector3( +inf, +inf, +inf )
where -/+ inf will be “reasonably” small/big value?
Or (maybe even better ?!?) do it on corresponding renderer.
If you have a large piece of buffer geometry where at least part of it will be in the viewing frustum every frame, doesn’t it make sense to disable frustum culling?