grid-based culling/DrawInstanced system?

I’m toying with the idea of making a VR roguelike game with my younger son — so we would have grid-based maps composed of walls (that need not be flat, e.g., cave walls tend to bow outwards), floors, and ceiling tiles. As this is for mobile VR, performance is really key.

So it seems like the right thing to do is to use some sort of ray-casting to figure out which cells can be seen, skipping all those that are occluded, and then draw what’s visible (ideally in near-to-far order) using DrawInstanced.

Simple enough in theory, but enough work that I’d be happy to take a good off-the-shelf solution if anybody happens to know of one.

Any recommendations?

Test how far Unity’s built-in Occlusion Culling system gets you?

Not so far. Mostly because it requires design-time bake, and my levels will be procedurally generated at runtime.

But thank you for responding. :slight_smile: I do appreciate it.

Hmm… but perhaps SECTR VIS would do it?