Occlusion Culling Problem :(

Hi,

I’ve been trying to get my hands dirty with occlusion culling but I seem to have messed up some stuff. The game we’re making is like the Lerpz tutorial but we have some complex objects in the scene. We thought of using occlusion to boost up the performance.

In our first attempt, we made an empty game object; renamed to occluder, fit some cubes in it to the scene to separate the sections. These boxes will have no mesh renderer since it’ll be use to cull the sections accordingly. Then we applied the occlusion culling with the target resolution to be extremely high.

Long story short, after creating the occlusion, we decided we need to redo it again to test so we deleted the “occluder”. Now the weird thing is that even when the occluder is deleted, it’s still doing the occlusion culling. Does this mean the occlusion culling area is not completely deleted?

Also, when we tried to make a second attempt, unity crashes :frowning: Has anyone gone through the same problem? What’s the best way to use occlusion culling?

Thanks in advance.

  • Hakimo

The lerpz game (2d as 3d) has nearly nothing in the environment that occludes reasonably. the 3d only has a few buildings but most of the stuff is open.

as for your problem: you must rebake the occlusion, it will not “selectively remove stuff” just cause you removed a static object / occlusion area. that normally means clear → bake → done again.

Hi Dreamora,

That’s what we did actually. We cleared the culling first, then removed the occlusion area(in our case, cubes). The problem we had was after. When we tried to do occlusion culling again, and the whole thing crashes when we click play :stuck_out_tongue:

The culling works now :slight_smile: Not sure if it was because of the recent update but no errors came up after culling. The only downside is that my game runs slow on older machines so I need to re-evaluate other optimisation techniques to use.

Thanks again.
-Hakimo