Occlusion Culling in 4.3

As of 4.3, Occlusion Culling seems to be generating false positives when it comes to culling lights.

Our character has a flashlight, and depending on the angle of the character, the spot light simply flickers on and off as if its being culled.

Any help or advice on integrating occlusion culling to 4.3 would be greatly appreciated.

Thanks!

I’m having light problems too. They’ll suddenly turn on or off, depending on how close the player is to them. Any help would be greatly appreciated.

EDIT:
Turning all the light’s GO’s off, then turning them back on seemed to fix it. For now.

EDIT2: Nope. Still broken.

Same problem. Objects seem to appear and disappear depending on the distance, even if they are supposed to be hidden. Visibility lines seem to cross objects strangely

Water4 reflections disappear and reappear when the camera starts to point upwards… :frowning:

Computing the occlusion data here sometimes never ends and stops at ‘computing occlusion’ with the blue bar to 100%. For some reason I hear my HDD running non stop.
If I click cancel unity will just freeze, same when I tried to change scene.
Stragely enough I managed to bake data just before.

Same here, some strange light behaviour going on. I upped the Smallest Occluder size and that imrpoved things, but its still not perfect.

Well… same here. Lights are heavily flickering even while within FOV and not set to static…

Same. Lights are turning on and off. I have an animation on my camera which is slightly moving it. The lights are turning on and of depending on my animations state.

Edit:
It seem to have something to do with the main camera and how it is placed at baking time or at game start time. I observed that the occlusion only fails for objects, which have been visible at baking time from my main camera. For the rest of the scene the occlusion works perfectly.

I have the same problem, sometime a dynamic character don’t appear when it’s visible. I move a little bit my controler and i can see it appear.
Dynamic object appear and disappear for me.

Maybe this can help: http://blogs.unity3d.com/2013/12/02/occlusion-culling-in-unity-4-3-the-basics/

I’ve had the same problem where the blue bar finishes, but the process never stops and then I hit cancel and Unity crashes. I had the smallest occluder set to 50 and the smallest hole set to 1 and the same thing happened. It takes no time to bake, but it never finishes…

Lights are still randomly culling despite reading that article and playing with any values. I have attached a video, hopefully this can be resolved soon.

We have the same problem here. We tried deleting the lights, baking, then putting the lights back in, which seems to work, but it’s not really a viable solution if you have lights inside prefabs. Hoping for a fix soon.

Did some more testing on this; removing the lights before the occlusion baking, doesn’t work, nor does baking, then removing the lights and adding them back.

I also tried this workaround to no avail. We’re unfortunately forced to stay on 4.2 unless this is fixed.

Can I get confirmation that this has been seen? It is not on the known issues list so either this thread has not been read or we are doing something wrong.

bump

how are you guys even using Umbra OC anyway? do you just happen to be creating a game where you can have all of your Unity scenes in one massive master scene in order to bake all OC data?

Our game is divided into levels. Some of them have interior sections where OC is very useful for reducing overdraw. OC bakes just fine on a scene by scene basis.

Do you switch scene completely? How do you handle scene composition?