Unity 3d Occlusion Culling

What is better for the occl Culling in Unity 3?

Situation:

Multiple rooms connected with corridors

Question:

  1. One large view area that encompasses the entire scene

  2. Each room and corridor have their own view area

I know the old iPhone 1.7 Occl Culling demo had a view area for each room, but I wonder if it matters in Unity 3 with the new system.

One large view that encompasses the whole scene is the short answer based on what you posted.

The long answer is…

Unless you have some other occlusion system that manually enables/disables your rooms and corridors, you should use OC for the whole scene so it can discard those things. In this case (that you have another system working in tandem with OC), I’m assuming each room corridor itself has many, many objects that need occluding themselves.

Otherwise, the point of the OC would be to hide what is on the other side of a wall because the frustum call didn’t cull it so something else needs to if possible. It will also occlude stuff within the room too of course.

Note that the doc has a section now on OC with an example of a house and rooms (Documentation/Manual/Occlusion%20Culling.html)