## Phaser.Component. AutoCull

#### new AutoCull()

  The AutoCull Component is responsible for providing methods that check if a Game Object is within the bounds of the World Camera.
  It is used by the InWorld component.

  Source - gameobjects/components/AutoCull.js, line 13

### Members

#### autoCull :boolean

  A Game Object with `autoCull` set to true will check its bounds against the World Camera every frame.
  If it is not intersecting the Camera bounds at any point then it has its `renderable` property set to `false`.
  This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely.

  This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,
  or you have tested performance and find it acceptable.

  Source - gameobjects/components/AutoCull.js, line 28

#### <readonly> inCamera :boolean

  Checks if the Game Objects bounds intersect with the Game Camera bounds.
  Returns `true` if they do, otherwise `false` if fully outside of the Cameras bounds.

  Source - gameobjects/components/AutoCull.js, line 37