Unity 3 Preview: Error with Occlusion Culling

Just trying to get my head around this technique, have setup a very simple Scene with 2 cubes (labelled static). When i hit build in the Occlusion Culling window i get the following error:

Error occured in PVS computation
Error in file: …..\Editor\Src\OcclusionCulling.cpp at line : 362

Any ideas?

Thanks.

I’m getting the same error. Though my scene is really seriously complex. For me it fails about half way through.

I tried a complex scene, toggled everything appropriate to “static”, ran occlusion culling, and it failed with that error message. Tried it on just half the level, and it didn’t error, but it didn’t work either; it would randomly cull crazy things, like the floor you were standing on.

My attempts at making simple test scenes (two cubes and a plane, etc.) work fine though, but I’d say it’s clear the occlusion culling is still pretty rough.

Please can you file bug reports for these problems?

Already done - see bug 362701.

That was with b2, but the problem persists with b3 and b4.

In addition, my bug report focused on the “screwy occlusion culling”, rather than the crash. The crashing is intermittent, but I should be able to provide a test scene that will cause a crash if needed.

I would like to make a bug report, but the reporter says it wants to include a file that is 2909Meg. So I stopped it.

I know this is large, but I’m working on a “make it big and then trim till it works” kind of method right now. More in a way to test what are the current upper limits of a Unity scene. I was hoping I wouldn’t reach the upper limits, but my editor fps just fell to about 2, so I guess I have to dust off my delete button. :slight_smile:

When you fill out bug report, you can hit the minus button on the main fill out window to make it get rid of the file it wants to upload.

Thanks for that. I saw that earlier, but I figured a bug report without a file to look at was not worth the trouble. If I’m wrong, I’ll submit the report happily.

Kikoo !!! Up !!! Lol !!!

Did the latest version of Unity 3 solved the bug for all of you ? For me the bug persist in V. 3.0.0b6.