Tier 4 Series 300

300F: The Boundary Check

Pilot Record
Student Profile
"A pilot doesn't keep their finger on the missile trigger for a target that is 50 miles behind them. They focus their sensors on what is in the Flight Path. If your AI is running heavy math on 500 enemies that are currently off-screen, your 'Aircraft' (the CPU) will overheat before the player even sees the first enemy."

The Concept: Frustum Culling & Visibility

Unity automatically stops rendering meshes that aren't in the Camera's View Frustum, but it does not automatically stop your C# scripts. As a Navigator, you must audit for logic that continues to run when it's no longer relevant.

OnBecameVisible: An event that fires when the object enters the camera's view. Use this to "Wake Up" the logic.
OnBecameInvisible: Fires when the object leaves the view. Use this to "Sleep" heavy calculations or animations.
Red Flag Detected

The AI Trap: "The Invisible Drain"

You ask the AI: "Make the enemies play a complex breathing animation and calculate pathfinding."

// AI-Generated Code: Audit Failure (Optimization Drag)
void Update() {
    // Audit Fail: This complex math runs for every enemy 
    // even if they are 5 miles behind the camera.
    CalculateComplexAIPathfinding();
    UpdateDetailedProceduralAnimation();
}

It’s a waste of resources. High-performing games use "Culling" to ensure the CPU is only working on what actually impacts the player's immediate experience.

Elite Telemetry

Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."

  • Small Batches Solving one problem at a time prevents logic drift.
  • Modular Design Localizing the "blast radius" of AI changes.
  • Tight Loops Rapid iteration with constant code review.

The Navigator's Command

Corrective Protocol
// Navigator Code: Optimized & Situationally Aware
private bool isVisible;

void OnBecameVisible() { isVisible = true; }
void OnBecameInvisible() { isVisible = false; }

void Update() {
    // Only burn CPU fuel if the Pilot can see the target
    if (!isVisible) return;

    CalculateComplexAIPathfinding();
    UpdateDetailedProceduralAnimation();
}
Your Pilot Command
> A skilled Navigator directs the AI to use Visibility Callbacks.
Next Mission
The Navigator's Exam