Networking PVS?

Has anyone stumbled across a way of incorporating Unity’s Occlusion Culling system with networking?

I’m interested in implementing an interest management solution into my project but am having difficulties finding some guidance on how to do this. Browsing through forum posts have proven helpful, but I’m failing to find practical advice or great example.

The terminology for this subject various too. Networking Culling, PVS, Interest Management, Areas of Interest.

It my limited exposure to this topic, it seems like the Occlusion Area would be a good start and it would just be a matter of handing off players between various areas throughout your level.

Any advice would be greatly appreciated.

You could probably make use of the 2 built in methods: OnBecameInvisible and OnBecameVisible


These methods will allow you to control what happens per object that becomes visible and goes invisible. The only problem is that it would be client sided (and in the long run, may not be of use at all) but it’s a start I suppose.

Hey, thanks for the tip farrisarts! I’m just not sure what large-level games use for network culling. There has to be a documented practice for this kind of thing, it’s definitely not a new problem.