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[Occlusion Culling] Multi scene support for occlusion culling

Discussion in 'Editor & General Support' started by pixelsplit, Jan 17, 2017.

  1. pixelsplit

    pixelsplit

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    Hi,

    in 5.5 Unity got the feature "Multi scene support for occlusion culling".

    Here is what I expected:
    I can openScene A, bake Occlusion Culling. Then open separate Scene B bake occlusion culling. After that I expected occlusion culling to work, when loading Scene B (additive).

    However: It does not seem to work in this way. If I do it like this occlusion culling won't work.

    How is this feature meant? Any thing in particular which has to be set up?

    Best regards
    zkw
     
  2. jbonastre

    jbonastre

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  3. pixelsplit

    pixelsplit

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    For us baking OC for some placeholder in our "Master" scene (which loads all the other stuff) didn't do the trick :( Can any one from the Unity guys clarify how all this is intended?
     
    Last edited: Jan 19, 2017
  4. jbonastre

    jbonastre

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    You should add a cube and a plane, for example, and bake the scene. Remove the cube and the plane and it should be working fine.
     
  5. pixelsplit

    pixelsplit

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    We did that and it didn't do the job. But yesterday I found another thread where they mentioned that all this is not intended. The current implementation is: Load all scenes into your "Loader scene", bake and then the "Loader Scene" Occlusion Culling File will be referenced and usable by all the other scenes. But no on-the-run merging of different occlusion culling files.
     
  6. awesomedata

    awesomedata

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    That's bad news for large worlds where your PC can't handle loading them all at once. :(

    Is there another way in case your hardware can't handle the world size?
     
  7. orrbain

    orrbain

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    So let's say I have my "Loader" scene. And then I have different groupings of scenes, where for example Group A has 3 scenes that all share the same world space, but then Group B has 2 scenes that aren't loaded at the same time as Group A (and may actually overlap Group A's world space) -- what then?

    Do I have to have a separate loader scene for each Scene Group? Or is there a better way to do this?
     
  8. hectorux

    hectorux

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    Maybe the ocllusion culling is on the active scene. If you change it, you may have its oclusion culling
     
  9. ImproxGames

    ImproxGames

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    Tried it, doesn't work. The OC data is kept from the scene that was loaded first.
     
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  10. radiantboy

    radiantboy

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    just discovering this now on 2021.1.1 any solution? I thought it would like the original post describes, why doesnt it load associated ocullusion data when it loads new scene?
     
  11. awesomedata

    awesomedata

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    Still wondering about this in 2021.

    Also, @Unity, is there a workaround where we can manually specify the occlusion file baking ourselves as a workaround?
     
  12. radiantboy

    radiantboy

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    Seems like you just turn everything on, bake occlusion then load additively and they all use it.
     
  13. awesomedata

    awesomedata

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    The problem is -- What am I supposed to do when no machine I can purchase can handle turning everything on (i.e. just to bake lightmaps or occlusion?)
     
  14. radiantboy

    radiantboy

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    Yeah then it gets difficult, mine is tough but I have 128 gig. Still there could be bigger games. Its a silly solution for sure.
     
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  15. gilley033

    gilley033

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    Bumping from 2024. Maybe in 2028 we will get some insight/updates?