This page describes how to set up your SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary for occlusion cullingA Unity feature that disables rendering of objects when they are not currently seen by the camera because they are obscured (occluded) by other objects. More info
See in Glossary, bake your occlusion culling data, and visualize the results.
Before you begin, identify all of the GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary in your Scene that you would like to be Static Occluders (GameObjects that do not move, and that block the view of GameObjects that are behind them) and Static Occludees (GameObjects that do not move, and are occluded by Static Occluders). A GameObject can be both a Static Occluder and a Static Occludee.
Good candidates for Static Occluders are medium to large solid GameObjects, such as a wall or a building. To be a Static Occluder, a GameObject must:
Note that if you are using LOD groupsA component to manage level of detail (LOD) for GameObjects. More info
See in Glossary, Unity uses the base level GameObject (LOD0) of a Static Occluder to determine what it occludes. If the silhouette of a GameObject varies considerably between LOD0 and other LODThe Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases. Each LOD level has either a Mesh with a Mesh Renderer component (Mesh LOD level) or a Billboard asset with a Billboard Renderer component (Billboard LOD level). Typically a single GameObject has three or four Mesh LOD levels and one optional Billboard LOD level to represent the same GameObject with decreasing detail in the geometry. More info
See in Glossary levels, it might not be a good candidate for a Static Occluder.
Any GameObject that is likely to be occluded at runtime is a good candidate to be a Static Occludee, including small or transparent GameObjects. To be a Static Occludee, a GameObject must:
When you have identified the GameObjects that you would like to be Static Occluders and Static Occludees, you can set up your Scene.
If you are using the Built-in Render Pipeline, you can use the Overdraw_ Scene View Mode to see the amount of overdraw that is occuring, and the Stats panel in the Game view to see the number of triangles, verts, and batches that Unity is renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary.