Culling Overview
Basic stub
Introduction
Culling refers to the game's system for despawning enemies, NPCs, and objects when they exit render distance or are unloaded from memory. Enemies despawn when Link moves far away or when certain game state transitions occur. Glitches that exploit culling mechanics allow players to manipulate when and where entities disappear, enabling despawn interrupts, object duplication, and unusual entity states. Understanding culling is key to advanced glitching techniques like despawn interrupt and zuggling.
Quick Navigation
- Culling Query - Search for glitches and setups revolving around Culling
What to expect in each writeup
- Trigger: how to reproduce (inputs, positions, equipment)
- Requirements: game version, objects, NPCs, devices
- Behavior: observable effects and common outcomes
- Risks & Warnings: save/desync risks and suggested safety steps
- Notes variations, related techniques, and links to follow-ups