CullFactory
Stops rendering faraway factory rooms - Helps with performance.
| Date uploaded | a day ago |
| Version | 0.8.6 |
| Download link | fumiko-CullFactory-0.8.6.zip |
| Downloads | 7873 |
| Dependency string | fumiko-CullFactory-0.8.6 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README

Note: Performance gains may vary between devices. Feel free to give it a try and experiment with different options!
Overview
- Stops objects that are not visible or too far away from being rendered.
- Designed to support radar map monitors.
Culling Methods
Portal Occlusion Culling
This method is intended to hide all objects that are not visible to a camera. It does so by recursively checking which other tiles are visible to the camera through doorways and connecting pathways between tiles in the interior.
Note for developers: The Doorway.Socket.Size field is used to determine the bounds of every doorway in the interior. If the size does not encompass the entirety of the possible visible portions of the next tile, then neighboring tiles will likely pop out of visibility when they shouldn't.
Depth Culling
This is a more naive method that will make tiles visible that are separated from the camera by a certain number of tiles. This may result in hallways becoming invisible in view of the camera.
CHANGELOG
0.8.7
Fixed
- Removed network-synced object spawn tracking (This should allow door codes to function again)
0.8.6
Changed
- Print warning in console when a tile component is removed unexpectedly
Fixed
- Tile being entirely excluded from rendering when only partial objects are problematic
0.8.5
Fixed
- Removed benchmarking behaviour when B is pressed
0.8.4
Fixed
- Camera stops rendering when a renderer or light is removed after level generation
0.8.3
Fixed
- Far plane culling not responding to changed settings during gameplay
0.8.2
Fixed
- Mod not being properly initialized when installed manually
0.8.1
Added
- An option to disable compatibility mode on known problematic interiors
Fixed
- An issue with changing the fallback lists during gameplay
0.8.0
Added
- A compatibility mode for incorrect portals (Enabled by default)
Fixed
- Scoopys Variety Mod's interiors would sometimes appear invisible with portal occlusion culling
- This is fixed by using the compatibility mode mentioned above
- Shadows flickering on Scarlet Devil Mansion with portal occlusion culling
- Depth culling sometimes causing interiors to become entirely invisible
0.7.2
Added
- Options to visualize the portals and tile bounds
Changed
- The render distance option is now opt-in with the
[Distance culling] Enabledoption
Fixed
- The entrance room on Scoopy's Sewer interior would appear invisible at certain angles
- Depth culling sometimes allowing tiles to remain invisible on cameras
- Camera render distance not changing when entering or leaving on clients, or when using the ship teleporters
0.7.1
Fixed
- Various issues due to not fully pulling update commits
0.7.0
Added
- Portal occlusion culling (thanks to Zaggy1024!)
0.6.2
Fixed
- Fallback tile being used when none is available
0.6.1
Removed
- Lights no longer gets removed from volumetric lighting
0.6.0
Added
- Remembers player's last valid position when out of bounds
- Culling for radar boosters
0.5.3
Fixed
- Culling distance options works the other way around
0.5.2
Fixed
- Culling finishes early after the first target
0.5.1
Added
- Control for far plane distance when player is on the surface
- Volumetric lighting is disabled in factories
Changed
- Far plane clips further when player is outside
Fixed
- Culling stops working when any monitored player is outside
0.5.0
Known issues
- Culling also happens when you're outside
Changed
- Distance-based culling now modifies the camera's far plane, allowing parts of a tile to be culled
- Depth-based culling now applies to all players
0.4.1
Added
- Changelog
0.4.0
Changed
- Update frequency now affects all culling methods
- Moved logging option to the general category
Fixed
- Tiles with null doorways halting the culling process
0.3.0
Added
- All meshes will be culled when the factory is not being observed*
*Note: The local player (yourself), and all monitors are all outside the factory.
(Read the full commit history here)