The following example illustrates how to use CullingGroups to get notifications according to the distance reference point.
This script has been simplified for brevity and uses several performance heavy methods.
using UnityEngine;
using System.Linq;
public class CullingGroupBehaviour : MonoBehaviour
{
CullingGroup localCullingGroup;
MeshRenderer[] meshRenderers;
Transform[] meshTransforms;
BoundingSphere[] cullingPoints;
void OnEnable()
{
localCullingGroup = new CullingGroup();
meshRenderers = FindObjectsOfType<MeshRenderer>()
.Where((MeshRenderer m) => m.gameObject != this.gameObject)
.ToArray();
cullingPoints = new BoundingSphere[meshRenderers.Length];
meshTransforms = new Transform[meshRenderers.Length];
for (var i = 0; i < meshRenderers.Length; i++)
{
meshTransforms[i] = meshRenderers[i].GetComponent<Transform>();
cullingPoints[i].position = meshTransforms[i].position;
cullingPoints[i].radius = 4f;
}
localCullingGroup.onStateChanged = CullingEvent;
localCullingGroup.SetBoundingSpheres(cullingPoints);
localCullingGroup.SetBoundingDistances(new float[] { 0f, 5f });
localCullingGroup.SetDistanceReferencePoint(GetComponent<Transform>().position);
localCullingGroup.targetCamera = Camera.main;
}
void FixedUpdate()
{
localCullingGroup.SetDistanceReferencePoint(GetComponent<Transform>().position);
for (var i = 0; i < meshTransforms.Length; i++)
{
cullingPoints[i].position = meshTransforms[i].position;
}
}
void CullingEvent(CullingGroupEvent sphere)
{
Color newColor = Color.red;
if (sphere.currentDistance == 1) newColor = Color.blue;
if (sphere.currentDistance == 2) newColor = Color.white;
meshRenderers[sphere.index].material.color = newColor;
}
void OnDisable()
{
localCullingGroup.Dispose();
}
}
Add the script to a GameObject (in this case a cube) and hit Play. Every other GameObject in scene changes color according to their distance to the reference point.