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Question by unity_wh1FdBeIcLSBLg · Nov 22, 2018 at 02:17 AM · assetbundlewwwcullingocclusion cullingdownloadable content

Using Occlusion Culling with remotely downloaded Asset Package

In the Unity project I'm working on, I'm downloading a fairly large (potentially multiple hundreds of megabytes) unity Asset Package from my server. Every user's project is different, so I can't bundle these Asset Packages into my app - they have to be downloaded from a server.

I'm having a lot of performance issues since there are tons of meshes in the asset package, but only a few hundred are visible at a given time. I've read the docs on Occlusion Culling, but as I understand it you have to enable it in the Unity Editor for every object which you need culled, something that won't work for me since I'm downloading these packages from a server.

I'm using an asset bundle loader script similar to this:

 public class AssetBundleLoader : MonoBehaviour
 {
     void Start()
     {
         StartCoroutine(GetAssetBundle());
     }
 
     IEnumerator GetAssetBundle()
     {
         UnityWebRequest www = UnityWebRequestAssetBundle.GetAssetBundle("https:///myurl.com/myasset");
         yield return www.SendWebRequest();
 
         if (www.isNetworkError || www.isHttpError)
         {
             Debug.Log(www.error);
         }
         else
         {
             AssetBundle bundle = DownloadHandlerAssetBundle.GetContent(www);
             AssetBundleRequest request = bundle.LoadAllAssetsAsync<GameObject>();
             yield return request;
 
             GameObject loadedObject = (GameObject)request.asset;
             GameObject.Instantiate<GameObject>(loadedObject, Vector3.zero, Quaternion.identity);
             Debug.Log("Successfully Loaded Asset Bundle");
         }
     }
 }

My current idea to get around this is that when I download the asset package and convert it into a GameObject, I'll walk through the tree of children GameObject and add an OcclusionArea component to them. Note that all these objects have non-transparent materials.

My question is - will this approach work? Is there a different approach I could be taking instead? Since the lack of dynamic occlusion culling here really slows down my app, I'm open to any ideas on how I could implement it, including writing my own scripts. Baking these asset packages into my app is not an option, though.

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