Since the release of 5.5 Unity is supposedly supporting multi-scene occlusion culling. Does it mean it is possible to use LoadLevelAdditiveAsync to load level with baked occlusion data?
I tried baking for all scenes that are being streamed additively in my project, but occlusion culling doesn’t seem to work that way at all.
1 Answer
1No, it can’t.
We did wonder if Unity can traverse multiple visibility trees when loading scenes so I performed a test with Unity 5.5.1p2 that checks if loading an occlusion baked scene with Additive and Single mode does affect visibility checks and the answer is no for Additive loading mode:
Here is what the scene looks like when loaded in Single mode:


Either uncheck the
– HelliumRaycast Targettickbox of the panel or reorganise your hierarchy so that buttons are drawn after your panel. For example, if you have a hierarchy as follow GameObject1 └ GameObject2 └ Button 1 └ Button 2 GameObject3 └ Panel Change the hierarchy like this GameObject3 └ Panel GameObject1 └ GameObject2 └ Button 1 └ Button 2