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Fixed in 5.0.X



Found in


Issue ID




Terrain tree culling performance regression



This bug has been fixed. However, some similar regression bugs are suspected to still exist.

Please file new bug reports for them.

To reproduce:
1. Download project from case 597792
2. Open it on 4.1.5f1
3. Enter play mode
4. Note performance in profiler
5. Open the same project in 4.3.4f1
6. Enter play mode
5. Note dropped performance in profiler (as can be seen in attached screenshot)
Expected result: Similar performance
Actual result: a huge performance drop

Comments (25)

  1. JGirbach

    Jan 30, 2015 13:21

    Noticed this went from 'Fixed' back to 'Active'. Any update on whether we will see a fix before 5.0. Bug is still appearing in 4.6.2.

    Also, is anyone else noticing their RenderTexture Switches going up when this bug occurs?

  2. rcagatxteam

    Jan 14, 2015 15:31

    Is there any update on this bug?
    This is marked as fixed but I'm still having a huge frame drop when rotating the camera.
    I using Unity 4.6.1 btw.

  3. dahrrr

    Dec 16, 2014 10:50

    When could we expect fixes? It's really important thing for those who use unity terrain system. I would even say, it's critical issue. I get about 40 fps drop, while i'm moving camera.

  4. weasel47

    Nov 27, 2014 07:07

    I'm using Unity 5.0.0.b11 and seem to be encountering this issue still. Is it expected to have been fixed?

  5. rmalecki

    Nov 11, 2014 09:40

    There seems to be a serious issue with the terrain tree billboard rendering/culling, and it is for some reason caused by having GameObjects with LODGroups in the scene. The actual amount of trees or LOD characters does not matter.

    We were able to massively improve performance and get entirely rid of the spikes when moving/turning the camera (in the tree billboard update) by creating our own LOD switcher and throwing out all of the built-in LODGroup components.

    Our characters are each using a single skeleton, animated by a single Animation, and a SkinnedMeshRenderer for each LOD, referencing the same skeleton. Our custom LOD system is simply enabling/disabling the appropriate Renderer.

    Maybe this can help others.

  6. rmalecki

    Nov 03, 2014 10:26

    We have the same issue in 4.5.5f1 on the Desktop and Webplayer.

    Moving the camera causes a showstopping performance peak in
    Camera.Render -> Culling -> Terrain.Trees.Render -> Camera.Render -> Rendering.UpdateDirtyRenderers

    None of the Terrain settings (billboard distance, max mesh trees, etc.) have any effect.

  7. protopop

    Sep 21, 2014 15:52

    @alan.lawrance I tested it in 4.5.3p4 - unfortunately it is not fixed. Im worried because i about to update my game of the Apple App Store but i don't know if Unity 4.2 (the last version before the regression was introduced) will create a proper Xcode project for submission to IOS8. I've been sking for a fix for this for the last year - you can read bit more about it here:

  8. alan-lawrance

    Sep 07, 2014 04:01

    Is this fixed with the 4.5.3p4 patch released on Sept 4? From the Release Notes:

    * Terrain: Improved tree culling performance.

  9. Smilediver

    Aug 22, 2014 10:57

    This was fixed for 5.0, but soon will be back ported to 4.5 as well.

  10. mohitj

    Aug 17, 2014 12:59

    I have the same problem. Downloaded 4.5.3p1 (released on August 14, 2014). Still have the problem. Has anyone able to resolve the issue?

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