Occlusion culling for procedural levels

In our game Receiver ( Receiver - Wolfire Games ), the levels are created by randomly attaching room prefabs to one another. However, this seems to make it impossible to use Unity’s built-in occlusion system, because I can’t pre-bake the occlusion data for the whole scene in the editor. Is there any way around this besides writing my own occlusion system?

You’d have to write your own occlusion system, since there’s no access to Umbra at runtime (actually no scripting access at all as far as I know).