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Question by snarlynarwhal · Mar 14, 2019 at 03:17 PM · occlusion culling

Does anyone know how to access OcclusionCullingData and manually get/set it?

For our project we use prefabs for our maps instead of scenes since they have less overhead. The con is that we have to manually export scene-specific data like LightmapData. We easily built tools to do this thanks to the wonderful Lighting APIs. However, Occlusion Culling does seem to not provide access to OcclusionCullingData nor an API to set/get a camera's OcclusionCullingData. Does anyone know of how we might accomplish this?

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avatar image RobAnthem · Mar 14, 2019 at 04:02 PM 0
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You can access the occlusion helper class in editor that lets you generate occlusion data either on main thread or in background. However for runtime, you should look into Occlusion Areas and Occlusion portals, I'm pretty sure this will do what you want. Also you could write an occlusion script that raycasts or uses the visibility functions and dynamically disable meshrenderers.

avatar image snarlynarwhal RobAnthem · Mar 14, 2019 at 05:47 PM 0
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I could only find StaticOcclusionCulling which does not seem to have a method to get or set the generated OcclusionCullingData. I use Occlusion Areas, but don't think it or Occlusion Portals contain the OcclusionCullingData themselves. I know we can do it ourselves, but that would be a hassle. I don't think Unity exposes the APIs to do what we want. :(

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