I had performed and occlusion culling on my scene based on the main game camera. As is usual practice I have a separate camera for my GUI elements. I am using EZ GUI and not the OnGUI Unity stuff. Upon conclusion the GUI camera renders nada at runtime. Since this is the first time I ran this I am sure I am getting something wrong or overlooked. How does one set up so that a game camera has the Umbra occlusion culling and the GUI cam works as it should using depth and layer culling to only show GUI elements on top of the in game camera. Or is Umbra moot as I am doing this on iPhone Pro which has some kind of occlusion culling from my limited understanding.
As well, if Umbra is the way to go how do I handle the small objects that could use culling on close up. For example I have a rotating platform with small objects duplicated around the circumference. Over top of this is an enclosure with an opening where only a couple of the small objects are in view at any time. Normally, FMU, Unity renders the enclosure over top of the small objects, whereas Umbra would cull the objects once inside the enclosure and no longer visible to the camera. Since that enclosure object is at a position where its bounding volume occupies parts of four occlusion grid volumes I am curious if I can get OC at a close up level…i.e. within a grid volume itself.
Hope that makes sense and I am using the correct terminology. Just wrapping my head around this.
Thx
BTH