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Does Static occludee require rebaking occlusion culling ?

Discussion in 'General Graphics' started by koirat, Apr 27, 2021.

  1. koirat

    koirat

    Joined:
    Jul 7, 2012
    Posts:
    2,009
    Obviously changing static occluder requires rebaking occlusion culling.
    But is it the same case for static occlude ?
    I'm asking because I have noticed that my occludee were working correctly without rebaking.

    Obviously I'm talking about pure static occludee without static occluder selected.
     
  2. UniteFriend

    UniteFriend

    Joined:
    Feb 5, 2021
    Posts:
    3
    n terms of connecting tunnels, my game had just a few levels where there were separated areas that the player could teleport between - i.e. there was no game geometry between those areas that fell within the scale of the occlusion parameters. I found that this completely messed up the occlusion for those levels and there was no fix that I could find.

    So, all I did was build tunnels between those areas that the player would never actually use, because they were blocked off with collapses (as shown earlier). What this meant though was that the occlusion script placed areas in these tunnels (because they were now normal grid squares with roof tiles). Once that was in place, occlusion baked perfectly.

    It's not a great workaround because it creates inaccessible areas in the game, but that really isn't too big a deal compared to the time I was wasting trying to fix the problem :)

    It's hard to see now that things are joined, but if you can picture the highlighted chap areas not being there, that's basically how it was originally. The blue lights are the teleports that are used to actually move between those "disconnected" areas.