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(Gamebreaking) Frustum Culling discrepancies between Editor and Runtime

Discussion in 'General Graphics' started by allornothingJM, Apr 23, 2018.

  1. allornothingJM

    allornothingJM

    Joined:
    Feb 3, 2015
    Posts:
    20
    Hi

    I'm struggling with an issue just now which is causing havoc on our build. We are using the Tube Lights from the Unity Volumetric asset (which is otherwise working really well). However...

    When checking things out in the editor, both scene view and game view, we get the results we desire, which is that our tube lights are not culled (and therefore no longer contributing to the scene lighting). However when we hit play, the same camera begins culling the objects we need to keep, and so if you can't see a tube light, it essentially switches off. This turns the room into a disco as you look around.

    Occlusion on/off, doesn't make a difference to the tube lights. Again, when not in play mode, while previewing the culling via the occlusion tab, we get the desired results. When in play mode, it culls the objects no matter what and ruins the lighting.

    Editor vs Runtime:
    upload_2018-4-23_21-49-15.png upload_2018-4-23_21-53-50.png

    you can even see the geometry is darker because those lights no longer contribute. However no settings are changed for these lights.

    The Tube Lights have Dynamic Occluded switched off.

    Any help you lovely people can give asap would be greatly appreciated. Deadlines loom and this stuff is holding us back severely!

    Cheers

    J