As you all can see, in beta 6 (and in beta 7) everything looks as it should and everything acts normally. from beta 8 onwards, both the girls in those pictures are invisible to the camera when occlusion culling is turned on. Nothing in the scene configuration has changed at all. Plus, I would never be stuck on such an elementary mistake as the wrong layer. I have two camera setups, UI camera only sees UI layer and other camera sees the rest. The combat backend only procs the Actors layer for example. The playmaker AI “canseeobject” only analyzes default layer and Actors layer.
And I of course always rebake when switching versions. I’m not usually the type to ask for help either. I only knew about the content size fitter issue in Unity 2017 after experimenting with the UI canvas setup and disabling components to see which one lagged. If it really was so simple I would have fixed it by now. But just as surely as Vulkan crashing in standalone was a thing until beta 8, so too is this occlusion culling glitch.
I have made sure it’s not a shader issue. the cube in the first picture had a unity standard shader.
[Stardog said: ↑
It’s a beta. You’re doing good testing. Would you rather this bug was in the actual release?
Unity’s the best engine.]
Well as it stands, many bugs DO make it into the actual release. The content size fitter issue in unity 2017.2 for example. Which is to be fixed in 2017.3, of which one of the patch notes said they had to revert to the 2017.1 backend. A great leap forward, 10000 li backward.
Not to mention the new video system that was supposed to replace the old movietexture system for ingame TVs and movies (like in Alan Wake, Grand Theft Auto, etc etc). It does no good to have a fancy new video texture system when the audio is choppy and out of sync. It’s back to converting to oggtheora.
If you’re very curious I can make a video showing the fail of the video system (unless it’s been fixed already. Its been so long and I’ve reverted back to the old MovieTexture method). It’s not that important at this stage in this game so I havent raised the issue yet, but starting in the unity 5 cycle, quality seems to have dropped dramatically, and I see its only gotten worse.
When I first started out in Unity many moons ago, it obviously was not like this.
P.S. Pay no attention to the 43 FPS. It was 60 FPS before I added code to the inventory window. I will have to fix that, but it WAS 60FPS before.