This is something new that I'm just seeing in the 2017.3 version, but I'm not sure if I'm just doing something wrong, so I don't want to report it as a bug just yet. Basically if I have a scene where I've baked the occlusion like normal, there are certain skinned mesh renderers (and possibly some regular mesh renderers) that don't want to show up. It doesn't matter where they are in front of the camera, they can be right there in front of it. A lot of time I think this has to do with something like multiple skinned meshes overlapping one another, such as clothes on a character. In other cases it might be an invisible collider in front of the camera that doesn't have a mesh. I've seen this in two projects, one that is my own and one that was just something I was checking out from the asset store, but only with a few objects. This is with "dynamic occluded" turned off on those objects, and they are not static. I skipped 2017.2, so this part is new to me; these same things worked just fine in 2017.1 and before. If I completely turn off occlusion culling on the camera, then it shows everything fine, but of course performance tanks. The near and far clipping planes are set fine, I can adjust the fov up and down to insanity and it doesn't make a difference, and the angle between the camera and the thing in question doesn't matter. Anyone seen anything similar? I'm not sure if I need to put in a bug report on this or not, just yet.