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Bug Occlusion Culling not working with VR/Stereo cameras (Unity 2020.2, UVRP)

Discussion in 'VR' started by funkysandwich, Jan 2, 2021.

  1. funkysandwich

    funkysandwich

    Joined:
    Oct 31, 2018
    Posts:
    5
    Having an issue where baked occlusion culling is not working in VR.
    Using Universal RP 10.2.2, Unity 2020.2.1f1, & an Oculus Quest 2 connected via Oculus Link.

    In this video, I have the camera positioned inside of a wall, where the cubes in the room should be occluded,
    but they render anyway. They are hidden when I set Target Eye to none.

    I've tried replicating this in a fresh project and this still happens.
     
    halfpasttense likes this.
  2. funkysandwich

    funkysandwich

    Joined:
    Oct 31, 2018
    Posts:
    5
    Tried the same scene with the standard renderer, and it seems to cull fine, but I need Universal for mobile perf.
     
  3. halfpasttense

    halfpasttense

    Joined:
    May 30, 2020
    Posts:
    21
    Yep. I just noticed this too. Works when testing in the editor but when deployed on Quest it most definitely doesn't work. I knew I shouldn't of updated from 2019 LTS to 2020.
     
    funkysandwich likes this.
  4. mfuad

    mfuad

    Unity Technologies

    Joined:
    Jun 12, 2018
    Posts:
    334
    Hi @funkysandwich and @halfpasttense, can you file a bug with reproducible project so the team can properly track and take a look?

    We do have a fix in the works related to occlusion culling, and we can help verify if the fix resolves your issue. Cheers!
     
  5. Tomana5

    Tomana5

    Unity Technologies

    Joined:
    Jul 16, 2019
    Posts:
    4