Occlusion Culling - Problems adjusting the areas

Hi,

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 attached image):

  • The exterior gets culled when walking on specific points on the exterior of the sub. (1st image)
  • The occl. areas don’t seem to work properly. In visualization mode, you can seem them going very high in the Y for no reason, there are no static objects in the air and the areas are clearly inside. (2nd 3rd images)

Preview / production modes have same results.
High / low cell size have same results.
Is Target Volume is disabled.
Is View Volume is enabled.

Thanks for any help.

Is it possible that my scaling is off? 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?