#Occlusion Culling on Dynamic Objects

1 messages · Page 1 of 1 (latest)

spare lodge
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Hey guys, currently working on a game where the scene is entirely generated by Pre-made Blocks of prefabs.
This means we can not bake any Occlusion Data prior to playing the game.

Does anyone know how I could implement Occlusion Culling on Dynamic Objects. I have not been able to find a way to integrate Baked Data inside the prefab (our 'Blocks' dont change at runtime), nor found an asset which answers our needs (or I maybe wasn't able to configure them in the right way?)

Anyways, if anyone has any Tips or Leads on the subject i'd greatly appreciate it ! 🙂

cold prairie
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the problem with per prefab occlusion data is that it's not saved per prefab but per static object (or per occlusion grid or something). As far as I know baking occlusion culling runtime is not possible (it's also very slow process so it would be very inefficient even if it was possible). Do you really need occlusion culling on your game? what type of maps you have?

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there may be some assets on store but I don't know any

spare lodge
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@cold prairie well to go in a bit more detail, currently, the game is an Endless Runner, decor is split into chunks of 100 units which is made of a single prefab, these are baked at runtime on game launch with StaticUtilityBatching.Combine() because I need to move the parent but the children can be static.
These 'chunks' do not have any variation, they will basically be as-is in the endless road we run.
This means, all children are static and in the same place all the time, in relation to the rootParentObject, but that the parent is almost never at the same place, and moves depending of the EndlessGenerator