Built-in culling techniques

Urho seems to have built-in frustum and occlusion culling, but I couldn’t find more information about culling groups or areas, like Unity’s: https://docs.unity3d.com/Manual/OcclusionCulling.html

Urho treats this differently? How does it work with moving objects, such as enemies?

Here’s the explanation from the documentation:

It works with both static and dynamic drawables, so you shouldn’t worry about it.

To optimize for it try to pick big models with relatively low triangle count as occluders.

I didn’t understand from those docs that everything was automated, both static and dynamic. Thanks a lot for the info!