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    Burst Occlusion Culling requirements and compatibility

    This page contains information on requirements and feature compatibility of Burst Occlusion Culling. Burst Occlusion Culling currently only supports Entities-based applications.

    Hardware requirements

    Burst Occlusion Culling requires the target CPU to support SSE4 or Neon instructions. Burst doesn't support 32-bit intrinsics for Neon so, to build for ARM, you must use a 64-bit build target.

    Renderer compatibility

    The following table shows which renderers Burst Occlusion Culling supports.

    Renderer Occludee support Occluder support
    Mesh Renderer Yes Yes
    Skinned Mesh Renderer No No
    Visual Effect No No
    Particle System Renderer No No
    Light Probe Proxy Volume No N/A
    Sprite Renderer No No
    Decal Projectors No No
    TextMesh No No

    Occlusion view compatibility

    The following table shows which components Burst Occlusion Culling supports as views:

    Component View support
    Camera Yes
    Light (for shadows) Yes
    Reflection Probe Yes
    Planar Reflection Probe Yes

    Feature compatibility

    Burst Occlusion Culling doesn't support the following:

    • Mesh deformations.
    • Concurrent usage with Unity's built-in occlusion culling system.

    Additional resources

    • Burst Occlusion Culling overview
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