My scene’s objects are static most times, but do appear/disappear according to the game state. In each state, these objects are set either visible or invisible at their own unique position, then behave as static objects until the next state.
How can one bake the occlusion culling for each state, save them, and apply (switch) them to each state at runtime?
Known solutions that might work for someone with a similar issue:
- Make an independent scene for each state, and switch between those scenes.