The AutoCull Component is responsible for providing methods that check if a Game Object is within the bounds of the World Camera.
It is used by the InWorld component.
A Game Object with autoCull
set to true will check its bounds against the World Camera every frame.
If it is not intersecting the Camera bounds at any point then it has its renderable
property set to false
.
This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely.
This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,
or you have tested performance and find it acceptable.
Checks if the Game Objects bounds intersect with the Game Camera bounds.
Returns true
if they do, otherwise false
if fully outside of the Cameras bounds.
© 2016 Richard Davey, Photon Storm Ltd.
Licensed under the MIT License.
http://phaser.io/docs/2.6.2/Phaser.Component.AutoCull.html