#Getting visible mesh counts
1 messages · Page 1 of 1 (latest)
I don't think so. Gpu culling data is all on the gpu. Getting it back and associating it with actual objects in the scene is unfeasible. Perhaps if unity was open source, you could tweak the engine to get that data for debugging purposes, but sadly it's not.
The best you can do is look in the frame debugger. It should show how many draws/instances of what meshes were rendered in each draw call.