#Occlusion Culling in Unity

1 messages · Page 1 of 1 (latest)

vagrant atlas
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I'm trying to wrap my head around occlusion culling and how it works. My usecase is that I have several maps created as prefabs, how do I go about using Occlusion Culling?

I tried baking OC by editing the prefab but it wouldn't complete and throw an error, only got it done when I pulled the map prefab to the scene.

Would anyone clarify this to me?

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Can it be made per map prefab? Do I need multiple cameras?

fluid kayak
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If you're spawning things into the scene as prefabs, it won't work at all

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Unity's occlusion culling solution requires occluders to be in the scene, static, and prebaked

vagrant atlas
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So if I have multiple maps and I need different occlusion culling data, I am going to need multiple scenes?

fluid kayak
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yes

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That's if you use Unity's built in occlusion culling solution

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other solutions are available on the asset store that have different sets of requirements afaik