Hi! I love your Cesium for Unity and how it is built. I am looking for a way to render all the tiles 360 degrees, not just the area the camera is currently looking at. Do you have any suggestions before I dive in deep?
If you take a look at the image above, you can see that some tiles are not being rendered. I am trying to display this in a VR system where I need all the tiles to be rendered. Thank you in advance.
You can turn off the “Enable Frustum Culling” property on the tileset. You may also want to set “Culled Screen Space Error” to the same as the “Maximum Screen Space Error” property (16.0 by default) in order to get the same LOD for the tiles that are outside the view frustum.
Note that this will cause more tiles to be loaded and rendered, which will definitely have a significant performance impact. It’s not clear to me why you need to do this, even in a VR application. But if you need to, you can.
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I think I have found a way.
Setting enableFrustumCulling to false is one solution.
It may not be the best answer but I think it works.
[SerializeField]
private bool _enableFrustumCulling = false;
/// <summary>
/// Whether to cull tiles that are outside the frustum.
/// </summary>
/// <remarks>
/// <para>
/// By default this is true, meaning that tiles that are not visible with
/// the current camera configuration will be ignored. It can be set to false,
/// so that these tiles are still considered for loading, refinement and rendering.
/// </para>
/// <para>
/// This will cause more tiles to be loaded, but helps to avoid holes and
/// provides a more consistent mesh, which may be helpful for physics and shadows.
/// </para>
/// <para>
/// Note that frustum calling will be disabled if <see cref="useLodTransitions"/> is set to true.
/// </para>
/// </remarks>
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Wow~ Thank you so much Kevin
I have found the enable frustum culling but you have shared more tips accordingly. Hats off to you!