Use display as bounding box with eeviee my issue is that I have a scene with many objects for a game with Eeviee (UPBGE), and I cannot afford to display them in the viewport, even though I put together a few logic bricks that emulate a binary LOD (visible/invisible) so that in-game doesn't lag from having to draw distant objects.
I wanted to use Object Properties &gt; Viewport Display &gt; Bounds but Eeviee doesn't render the meshes when the game starts.
When using the 'visibility' logic node, effects are taken into account and it is stated that the node acts upon the render switch button from the outliner, but manually setting this switch outside of the game has not effects, thus I don't understand how the game engine treats Eeviee viewport's render.
I could be wrong, but for view bound meshes, even though Blender doesn't render those polygon faces, they still render the vertices points for meshes, which is still a performance hazard. By the way, I totally forgot the wireframe modifier works at run-time for 0.3x. Does this solve your problem?