Indoor only levels?

Hi, I am just wondering how well unity handles indoor only levels? I know it doesnt have any culling like BSP so how is it?
Also what would be the idea way to make a full indoor environment? My current project requires smaller indoor corridors (like the original metal gear solid game).
In other engines/design studios I could just create things with the included editor as it was a BSP based engine.
How would I go about this in unity? My original plan was to create the level as a single 3D studio max model. So things like the building it self (wall,ceiling floor), stairs, pipes, light fixtures… etc. Would all be one large model.
Then I figured I would split it up into an empty building, then add piece by piece inside unity… Which would be the better way (is there another?)
Finally collisions. How is collision detection handled on an indoor level?
I would love to try my ideas but my trial has expired before I could try any thing (contact unity already, hoping for a response soon).

Also, I figure I will ask here instead of creating a new thread… Is there a compiled version of the 3D platformer tutorial? I would like to see the end result of that.

Thanks.

Any one have some input on indoor levels? :frowning:

Unity iPhone comes with built-in support for occlusion culling. While this is not currently supported in regular flavour unity, it is planned to be merged back into it.

You could roll your own simple culling by enabling / disabling renderers on groups of objects when you enter and exit triggers. Its not too difficult to set up.

Collision should be done by setting up individual simple colliders - box colliders for walls and so on.

Thanks for your reply… I have another question regarding the collisions and the collider objects…
How would some thing like a stair case be handled? Would I have to model each step individually, or create a box colider for each step?

Sorry if this is a really basic question… I have not dealt with an engine where levels were created in a 3D modeling program instead of having a specific level editor/creator (like the hammer editor for Half life, or radiant for the Quake and doom series)

If you want to have a low cpu cost, you would use 1 box collider and build a ramp out of it.