Distance Culling
Distance Culling is a folder that will freeze or unload any physics objects inside of it.
Use Cases
Distance Culling is used for lag reduction. From Kit v6 onwards, most physics objects are now in this folder by default.
You can disable Distance Culling on a per-object basis by dragging them out of this folder, however this is heavily discouraged unless absolutely necessary as having too many permanently active objects can cause performance issues, especially if the objects are very big or if you have a lot of them.
Objects inside Distance Culling must have a PrimaryPart in order for them to function.
By default, the distance is calculated between the character and the object's PrimaryPart. A custom distance pivot can be specified by adding an ObjectValue named DistancePivot into the object and setting its value to any Part.
Configuration
| Name | Default Value | Description |
|---|---|---|
Range | 150 | How far away the player can be before objects toggle. Can be overridden on a per-object basis by adding a number Attribute named CustomRange to the object. |
UpdateInterval | 0.2 | How often the distance culling system will update. |
Mode | Anchor | How the distance culling system will behave. See Modes for more information. |
Modes
| Mode | Description |
|---|---|
Anchor | Far-away objects will freeze in place. |
Unload | Far-away objects will unload entirely. |