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# OcclusionCullingComponent

A component that controls whether the system performs occlusion
culling on the owning Entity and its descendants.

```
struct OcclusionCullingComponent
```

## Overview

Occlusion culling can improve performance by skipping rendering
for entities that are fully hidden behind other geometry. Entities
are opted into this system by default.

This component can be used to disable occlusion culling for an
Entity hierarchy if it’s observed that culling produces incorrect
visuals. Such scenarios may include:

- Content that quickly moves in and out of occluded areas.
- Content that uses a Geometry Modifier to warp vertices outside
  of the mesh’s reported bounds.
- A camera teleports to a new location in a single frame and
  starts viewing the scene from a drastically different angle
  or position.

The enablement setting on this component will be applied
recursively to descendant Entities. A component added to a
descendant Entity will override any settings inherited from
its parent.

## Topics

### Creating a component

[`init(isEnabled:)`](/documentation/RealityKit/OcclusionCullingComponent/init(isEnabled:))

### Enabling occlusion culling

[`isEnabled`](/documentation/RealityKit/OcclusionCullingComponent/isEnabled)

Whether occlusion culling should be performed on this Entity and its children.



---

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