Switching between multiple occlusion culling data?

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.

Yep, easiest way I can think of would be loading new scenes.

Alternatively, you could write your own occlusion culling system and simply use that for objects you want to switch around.

Maybe you can make it work with Occlusion Portals, they are not so flexible in the shape department but you can open and close them at runtime.
A good way to make a door barricade block occlusion but can be disable when this object gets removed / opened.