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Occlusion Culling
The occlusion culling system of this plugin consists of showing only the necessary rooms to avoid a lots of mesh drawing and thus improving performances.
You can toggle this system on or off in the Plugin Settings alongside some other occlusion settings:
- The
occlusion distance
determine how many rooms are visible from the player's room. -
Occlude dynamic actors
allows dynamic actors spawned after the dungeon generation and/or moving between rooms to be occluded with the rooms by the plugin. You'll also have to put aRoom Visibility Component
on those actors.
This actor component allows the actor to be tracked by the dungeon's rooms and so be occluded with them.
You need to toggle on Occlude Dynamic Actors
in the Plugin Settings in order to make it works.
What is available from this component:
-
Is Visible
function returns true if the actor is inside a visible room. -
Set Visibility
allows you to set the visibility mode-
Same As Room
will toggle actor's visibility based onIs Visible
value. -
Force Hidden
andForce Visible
will turn visibility on/off regardless theIs Visible
value. -
Custom
will does nothing itself and lets you manage the actor's visibility. You can then useIs Visible
and/or your own logic to toggle actor's visibility.
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Get Visibility
will returns the current visibility mode set bySet Visibility
. -
On Room Visibility Changed
is a delegate called when theIs Visible
value changes. Useful for example when you have aCustom
visibility and you are changing your actor visibility by events instead of inTick
.
You can join the Discord server dedicated to this plugin if you want to share, help or ask questions about it.
Installation
Getting Started
Room Architecture
Door
Plugin Settings
Packaging
Dungeon Generator
Choose First Room Data
Choose Next Room Data
Continue To Add Room
Is Valid Dungeon
Occlusion Culling
Door Types
Room Initialization
Room Custom Data
Room Visitor
Room Observer
Console Commands
Multiplayer
Navigation Mesh
Geometry Brushes
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