Occlusion Culling

Occlusion Culling is a really cool way to deal with performance hits your game takes from visual, physical assets. In this article, I’ll go over how to set up cclusion culling.

Right now, everything in the game is rendering regardless of whether the camera sees it or not. What if you only want to render the objects the camera sees? Surely this can take care of some performance issues.

I’m going to select all the objects in my scene except for lighting. This is why keeping you hierarchy nice and clean is beneficial. ;)

If I select the Environment game object and select the “Static” drop down at the top of the inspector, several options appear.

Select all the optins shown in this GIF.

Now all the children of the Environment object have the same settings.

Now go to Window > Rendering > Occlusion Culling. This shoul bring up another view in the inspector area that allows you to adjust the occlusion culling settings.

Simply click the “bake” button.

Now with the scene view and game view both visable, rotate your camera around. You should see your level in the scene view only showing the objects in front of the camera.

As you can see, in the game view, nothing appears to have changed, but the scene view proves that only the necessary objects are being drawn. This will drastically improve performance issues for large scenes with lots of objects and polygons ;)

I’ll get a little deeper into this topic later on with regards to lighting and what it means to “contribute GI” etc. I wanna save that for the HDRP section because HDRP is amazing.

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