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Question by patrik-org · Apr 02, 2014 at 12:56 PM · gameobjectperformanceculling

Culling gameObjects in scene

I've organized my gameObjects into an hierarchy of sub-scenes. The idea is that only one sub-scene is active at a time (i.e. to be updated and rendered). What is a proper way to handle the culling of the inactive gameObjects/sub-scenes? Is setting gameObject.SetActive(false) a viable way to cull a gameObject in terms of performance? Or am I better off removing the culled objects from the scene entirely?

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Answer by PvTGreg · Apr 02, 2014 at 02:00 PM

turning them off seems like the best way to do it so you can easily turn them back on it removes the object from the game so i don't think it will affect performance until you turn lots of at once i guess

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avatar image patrik-org · Apr 02, 2014 at 03:28 PM 0
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Thanks. Turning them on/off seems like the way to go.

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