pub fn check_visibility_ranges(
visible_entity_ranges: ResMut<'_, VisibleEntityRanges>,
view_query: Query<'_, '_, (Entity, &GlobalTransform), With<Camera>>,
entity_query: Query<'_, '_, (Entity, &GlobalTransform, &VisibilityRange)>,
)
Expand description
Checks all entities against all views in order to determine which entities
with VisibilityRange
s are potentially visible.
This only checks distance from the camera and doesn’t frustum or occlusion cull.