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?

Original source