Application.LoadLevelAdditive and OcclusionCulling

Hi guys,

We are trying to get around some limitations due to the way Unity uses Umbra Occlusion culling system.
We would like to load piece of levels at run time while maintaining occlusion data.

Unfortunately Application.LoadLevelAdditive doesn’t seem to keep occlusion data, as I expected.

Is Application.LoadLevelAdditive supposed to keep occlusion data, or is this a bug?
Is there any setting I have to tune in order to make cllusion data to be kept and correctly prcessed?

And, if I use a simple Application.LoadLevel, would this keep occlusion data?

Thanks,
Fabio

Its an old question that I’ve been hamering Unity with for a while… as well as others.
http://forum.unity3d.com/threads/116694-LoadSceneAdditive-and-Umbra

Good luck…

Thank you for your reply.

That’s a shame anyway, it would have been so much better Umbra that way.
Hopefully devs will decide at some time to tackle this issue.

Its acutally more than just a ‘shame’. It forces you into a 1 scene workflow for Occl. Culling.

Of course there are techincal challenges about multi-level occl. culling but unless you know of any serious project that only has 1 scene, unity’s implementation of umbra is only a gimmick for marketing. Its terrible.

i have searched everywhere and all i find are old posts about it. IS this still an issue in unity 5?