Loading Occlusion Culling additively in Unity 5.5

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.

Bumping the question.

Hey, we do have an issue where OC doesn’t work for additively loaded scenes if the original scene doesn’t have OC baked. A workaround is to have occlusion culling baked for the loader scene. This can be done by adding static mesh, baking OC and removing mesh.

We did a OC into scene which we have loaded before additively loading another scenes (lets say its a “UI” scene on which we are loading chunks of game world) and its not working.

Maybe we need to bake it also on the first scene game is launching? Its a login scene for us, and than we are loading next scenes (character selection and than main game) but not additively.

I’ve tried debugging what is going on with OC on a new empty project (Unity 5.5.0p3).
I created two scenes, first one - the one that will be additively loaded contains floor, wall and some spheres (https://i.gyazo.com/aa6b3b94178d7549f9bc8ef5e16552f7.png). The floor and the wall have both occluder and occludee static flags set, the spheres are only marked as occludee.
As you can see OC is working fine if I play this scene:

Second scene, the one loaded normally, contains only camera, light and floor positioned exactly the same as in the first scene (https://i.gyazo.com/1406c38778ff25fd703b3b93ac0381e6.png). This scene also has occlusion baked. Once the scene is played I load the first scene using LoadSceneAsync.
OC does not work in this case:

NOTE: the wall is opaque during OC baking process, I only made it transparent afterwards, to see what is going on.
There is no difference in result if I delete the floor from main scene or not after baking.

I am not sure what else has to be done to make this setup work, what I tested seems to be the simplest case.

Bumping, that was the feature we’ve been waiting for 5.5 most and its not working.

Yeah, so I checked with the team since the Docs also have it listed as a known issue (“Occlusion culling data from Umbra can still not be loaded additively”) and it seems the only way right now is to bake with all your scenes loaded.

https://unity3d.com/unity/whats-new/unity-5.5.0

  • Graphics: Multi-Scene occlusion culling now works correctly. Culling data has been extracted to a separate Asset, and can be baked/reloaded with multi-Scene setups. Note that the data is stored relative to the active Scene, and is loaded correctly when loading any Scene or group of Scenes that reference it.

So its not working at all at this moment, am I right?

As our game is pretty big, won’t computing the one big Occlusion every frame just to oclude some objects (as we load neightbour scenes additively) make more overhead than rending models actually?

Btw. we have actually tried baking it for entire world but it crashed after 12 hours of baking.
Most probably due to out of ram (32gb in here actually).

So, should we add this as a issue on issuetracker? Honestly speaking, we were waiting for a few years for this feature already, thats pretty sad.

The release notes are correct. When you bake multiple scenes, a ref is stored to each scene in one big occlusion data bundle - then scenes can be loaded / unloaded / additively, but the occlusion data is still a big blob, it’s not additively loaded itself. But yeah, in the end if you bake 100 scenes together, but only load one - you’re still loading the occlusion data for the 99 other scenes.

Ok, so is there any chance we would have this working on additive loading anytime soon?
This is the only way I know to maintain a big project without keeping everything loaded, still we are having performance overhead because not using such a basic tool like occlusion culling.

Bumping.

More or less same question here: [Occlusion Culling] Multi scene support for occlusion culling - Unity Engine - Unity Discussions

Also for us this was the most anticipated feature in 5.5.

Yeah, I’m having the same issue, it would be nice to know if this is on the roadmap at least (I couldn’t see anything about that in the 5.6 notes/roadmap).
I don’t think it’s going to be doable for me (memory-wise) to load all scenes and bake the occlusion at once…

For us its impossible and we have 32gb rigs, also overhead from using that big occlusion while having just a small part of map loaded is nowhere close to be acceptable.

Bumping this to see if anyone has another workaround or news on this. Sadly I can’t bake everything at once since the 20 or so levels I’m working with all have to load into about the same place in the world. Project is way too old and way too large to rewrite our whole level loading logic around non-additive loading.

I think this feature working properly is really essential for open world games.
Gloria, can you temporarily delete all textures in your project and try to load all levels again? Maybe it fits in your memory and the baking is possible. We did a similar project but got the error message that there are too many colliders loaded.

I know this is an old thread, butDoes anyone know if this ever got solved?

I’m able to bake Occlusion for multiple scenes and have it work correctly Unity (2917.4.14), HOWEVER I can’t possibly open all of my scenes into memory at the same time…they won’t fit.

Is there a way to bake each independently and merge the Occlusion data?

This problem still persists in 2018.3. We have an “Essentials” scene always loaded, which has a GameManager etc. This scene then loads the actual level scenes, additively. So upon level switching, the OC data of the new scene does not get loaded, but the OC data of the old scene persists.

Baking all levels at the same time, every time one level has been changed, seem inefficient.

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