Culling and Precomputed Visibility in Paper 2D
Hey ,
I just found thread… thanks for all your great development on Paper2D! Merge Sprites tool is fantastic, and I wanted to ask you, does one still need to set up Precomputed Visibility volumes for a 2D sidescroller on a mobile platform to take advantage of culling? Or will sprites that are off-screen automatically get culled anyway? Also, does final orientation of game’s window (portrait vs landscape) affect what camera can’t see (for example, more offscreen items can get culled in portrait orientation)? I ask because I’m using a Perspective camera with a 5 degree field of view.
Thanks so much for your insights on !