I'm having some major dramas with occlusion culling in a game that I thought would handle it really well (grid-based, 1x1 unit floortiles). Every level has the same occlusion culling settings, 0.95 being just below the size of the wall, floor, and roof tiles... right? (I've tried a bunch of variations): Some of the levels are perfect - no problems at all. But then I walk into a very simple rectangular room, and something like this happens (top-down view looking at the floor): All of the floor tiles, walls, etc right in front of the player get culled. Looking at the side views, you can see the visibility lines sometimes get "blocked" in front of the player, other times they make it to the roof, so you can see that, but no floor. Most of the time it's even culling the enemy in the room which is non-static. Any thoughts on what I'm doing wrong? I don't get it.