What is the function of “Occlusion Culling” in Unity?

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Occlusion Culling is a technique used in Unity to optimize rendering performance by not drawing objects that are not visible to the camera. When objects are placed in a scene, there may be many that are hidden behind other objects or out of the camera's view. By implementing occlusion culling, Unity will intelligently determine which objects can be safely not rendered, saving valuable processing power.

This process significantly improves the performance of a game or application, particularly in complex scenes with numerous 3D models, as it reduces the load on the graphics rendering pipeline. Instead of wasting resources to draw objects that the player cannot see, occlusion culling ensures that only the visible geometry is processed and rendered on screen, leading to smoother frame rates and enhanced performance overall.

The other mentioned concepts, such as improving audio quality, reducing the file size of assets, or adjusting physics calculations, serve different purposes and do not relate directly to rendering optimization, which is the core function of occlusion culling.

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