Still having Occlusion Culling Problem :(

So i did as people told me to and set the cell size to something small (I had a cell size of 2, near clipping plane of 0.1, and far clipping plane of 10,000, and the quality set to Preview) but it still brings up problems. It doesn’t make the framerate drop at all, and it culls stuff it shouldn’t in a lot of places in the scene. So what is wrong here? I have not used any combine meshes and all transparent objects were not marked as static, so i can’t think of anything else to do.

Forget Umbra and wait for Unity 3.5. Now it is bugged like homeless shelter, there is promised complete rewrite of its implementation in 3.5. I was not able to get it proper working too.

Unity 3.5 will not change incorrect setups though.

without the scene its hard to say what you do wrong beside the obvious one: your far / near clip range ratio is not workable. thats a 100k, thats beyond float precision.
Either get the close clip range up or the far down so you remain in a range of far / near <= 50k for desktop and for mobile it must be in a range below 10k for iOS, for android you will need to test, depending on device it goes as low as 500 before you get zfights and stuff like that

Yeah, i heard about that, i was planning on waiting for it but i just wanted to see if worked now so i could test my game with more than 15 fps, but oh well :-/ …

Interestingly we are using it and it works.

There are just some basic rules to follow, given you aren’t RAM limited and get the crash there (which won’t happen on mobile, as it will not run at all anymore then). The most crucial ones beside the settings is that nothing that uses transparent, cutout or foliage shaders must ever be made static cause occlusion goes by geometry, not by “see through” surfaces

Hmm… well the transparency stuff shouldn’t be a problem because i unchecked the static on all of the windows, and the decal/detail overlay things are unchecked so they don’t get light mapped (same with the terrain since the scene doesn’t actually need the terrain to be light mapped). So i tried it with the near/far clipping planes equaling about 50,000 but it still culls objects that shouldn’t be culled and the frame rate only went up by i think 2-4. Also it even culled half an object… I have a vending machine in the scene and it culled the left panel of the object (the object is one object, not multiple panels). So now i’m confused :frowning:

Could the Preview setting have anything to do with this?

No but your z buffer precision will. Set near range high as possible, and far range low as possible. If you need to see further, occlusion culling is the wrong scheme. Ideally it is actually used in indoor environments or for broadly culling parts of a town or small city. It’s never been a magic bullet. It works best where there’s lots of obstructions. If you’re doing distances that need that precision then adjust the z buffer precision or go with a heavy lod and merged mesh scheme.

Well, it is a fairly closed in space, i think the most you are able to see in front of you is just when you are outside and you can see the couple of building that block your view of the edge of the map. I might just wait until 3.5 though :-/ hopefully they will have fixed some of this. And its not like i need this to happen any time soon, this is only the second level.

On a mobile indoor you don’t need a far clip beyond 500 at all (on most mobile titles you don’t want to go to 1000 or higher for far at all due to the large amount of processing involved testing the whole stuff that far and other things)

Unity 3.5 and no technology will make a badly setup and optimized run fast and from what we have seen so far on the screenshots etc it seems like you didn’t read up on optimizing etc at all and just used “fantasy assumption” to setup things that are now badly backfiring in general.

At worst you also used mesh colliders everywhere while its mobile focused

True I didn’t read a lot on the optimizing, and I don’t think I have any mesh colliders, I try not to use those unless I really need to. But this isn’t a mobile build it’s for pc Mac and such