As it stands, the ability for developers to apply occlusion culling to udon scripts themselves is fairly limited. There are many cases where behaviors, such as those ran in Update / LateUpdate / FixedUpdate , are not necessary when the objects attached are not in view . — Example A developer adds a "scrubber" to a video player, with time display via text on both sides. Once per second (done by collecting the time during each LateUpdate and comparing it to a copy of the time stored during the last update), the udon behavior pulls the current time of the video, the length of the video, applies these to the scrubber, then runs a series of floors and multiplication & division to the time and max time before formatting them into a string for a HH:MM:SS time display. The entirety of this behavior is only necessary when the controls are actively within view of the player, and could be safely culled. Another developer has a game world. They are looking for a way to have an NPC move and act when the viewer is not facing the NPC. By providing the option to register the NPC's visibility, when the player looks away (and no camera is in view) the NPC's specified udon behaviors will engage, until such a time that the player or a camera looks at them again. — Request Add support for the OnBecameInvisible & OnBecameVisible events. — Additional Note In reading, for some there is confusion with these events, as Unity's behavior purportedly includes Editor views, including the Scene view, even when inactive, in determining visibility. If true, documentation should note that for successful testing in-editor, the scene view should be pointed away from the object which behavior is being tested. — Related Feedback OnBecameInvisible, OnBecameVisible, broken