lowering draw calls by not drawing things that are not visible
unity-game-engine
Solution
What you are looking for is called occlusion culling and it's a built-in feature in Unity. In order to lower the number of draw calls there are some more techniques interesting for your problem:
- Frustum culling
- Layer specific culling
- Texture atlasses i.e. several different objects share the same material
- Static and dynamic draw call batching
- LOD (level of detail)
Problem
I was searching for methods to optimise my game. I was thinking if there is a way to not draw the objects that are in the camera view but are not visible to the viewer? The thing is that i need to lower my draw calls and at any given time, there are at least 12 game objects that are not visible to the camera. Can this be done?