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Fixed in 2022.3.31f1, 2023.1.0b15, 2023.2.0a11



Found in





Issue ID




CullScriptable process time increases when decreasing Field of View



Reproduction steps:
1. Open the "" project attached by the user
2. Open the "ZoomTest2Scene" Scene
3. Open the Profiler as a standalone process (Window > Analysis > Profiler (Standalone Process))
4. Enter Play Mode
5. In the Hierarchy, select the "Main Camera" GameObject
6. In the Inspector, set the "Field of View" property to 1
7. Observe the Profiler

Expected result: "CullScriptable" process time is not significantly increased
Actual result: "CullScriptable" process time significantly increased

Reproducible with: 2019.4.29f1, 2020.3.14f1, 2021.1.15f1, 2021.2.0b4, 2022.1.0a2

  1. Resolution Note (fix version 2023.2.0a11):

    Prevents Unity from subdividing areas of the terrain not visible to the camera.
    Adds a manual override for the minimum amount of terrain subdivision for use in cases that off-camera terrain needs to be a higher resolution (for shadowmaps etc).

  2. Resolution Note (fix version 2022.3.31f1):

    Terrain: Fixes excessive CPU use with terrains when using a narrow field of view. Adds a new 'heightmapMinimumLODSimplification' property to terrains to set the minimum level of detail required on a terrian.

Comments (2)

  1. jmw_ifad

    Sep 29, 2021 08:43

    it's Terrain.HeightMap.RenderStep 1,2 and 3, not TerrainTile renderstep

  2. jmw_ifad

    Sep 29, 2021 08:40

    Profiler shows TerrainTile RenderSteps 1,2 and 3 taking alot of time, for ALL terrain tiles, regardless of which terrain tiles are in view.

    Missing early out ??

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