Drakkar Culling Pro


Drakkar Culling Pro is a comprehensive occlusion culling solution, designed to maximize performance reducing drawcalls, overdraw, and per-frame computing power. Suitable for indoor and outdoor scenes.


by Drakkar Dev


Price History +

Drakkar Culling Pro: Unlocking peak performance for your Unity projects.


Note that Drakkar Culling Pro is not tested for VR/XR.


Drakkar Culling Pro is a powerful and comprehensive occlusion culling system specifically engineered for Unity, designed to extract every last drop of performance from your project.


Its primary function is to intelligently activate and deactivate renderers and other types of objects (including custom ones) based on whether they are occluded by an Occluder or are off-screen. This dynamic management significantly reduces drawcalls, overdraw, and per-frame computing power, leading to optimized performance.


Works on any hardware, no compute shader support needed.


Core Performance & Development Advantages:

  • Exceptional Speed: Drakkar Culling Pro operates in fractions of a millisecond. This is achieved by leveraging Burst-compiled, multi-threaded C# jobs, ensuring minimal performance overhead.
  • Rapid Iteration: The system is designed for quick development cycles, notably requiring no scene baking and low memory footprint. This streamlines the workflow, allowing developers to iterate and test optimizations efficiently.
  • Versatile Support: It supports both static and dynamic geometry out of the box, offering flexibility for various scene setups.
  • Gameplay Integration: Drakkar Culling Pro allows developers to hook into culling events, enabling them to leverage visibility changes for gameplay logic.

Drakkar Culling Pro features a robust Rooms & Portals system specifically designed for indoor environments or partitioned spaces. This solution is ideal for games with interior locations, even if they are part of a larger outdoor area. The system optimizes performance by activating and deactivating entire regions of your scene based on camera visibility, significantly reducing the amount of geometry processed by Unity.