Culling groups
Culling groups are a part of the Unity API that effectively allows us to create our own custom LOD system as a means of coming up with our own ways of dynamically replacing certain gameplay or rendering behaviors. Some examples of things we might want to apply LOD to include replacing animated characters with a version with fewer bones, applying simpler shaders, skipping Particle System generation at great distances, and simplifying AI behavior.
Since the culling group system at its most basic level simply tells us whether objects are visible to the camera and how big they are, it also has other uses in the realm of gameplay, such as determining whether certain enemy spawn points are currently visible to the player or whether ...
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