I have a couple of problems with occlusion culling. In my scene, a user in a 1st person view walks around a submarine, starting from the exterior (on a dock).
The exterior isn't static. This was done because I don't want to cull it. 95% of the scene is interior and for performance purposes the culling has to be from a low value far clip inside.
The problems (see image: http://forum.unity3d.com/attachment.php?attachmentid=14121&d=1287149704):
The exterior gets culled when walking on the exterior of the sub. (left image) The problem is, the exterior is not static, why does it get culled?
The occl. areas don't seem to work properly. In visualization mode, you can see them going very high in the Y for no reason (middle image), there are no static objects in the air and the areas are clearly inside. (right image)
Preview / production modes have same results. High / low cell size have same results. Is Target Volume is disabled. Is View Volume is enabled.
Is it possible that my scaling is off? I'm using 3ds max to create the scenes, 1 unit = 1 meter.
So inside Unity, I set the scaling from 0.01 to 1. Does it influences the occl. areas calculations?
All demos I've seen are for huge areas, like cities... I'm using it for a small cramped space. Maybe it's not made for it?
Thanks for any help.
Forgot I had this here.. At the time I posted this I indeed didn't put a culling zone outside however a few months ago I did put the area outside and it didn't change anything so I just abandoned it. Thanks anyway!
– NLSC-E-MS