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How do Occlusion Portals work in Unity 4.3
Occlusion culling works perfectly otherwise, but I'd need to get doors to cull visibility when they are closed and vice versa. I've tried different static settings to Occlusion Portal and attached different (separate) colliders but nothing helps. Whenever I bake the occlusion it's either full on or full off for Occlusoin Portal without respecting its 'open' variable at all. I trigger the open field from scripts successfully but it has no effect.
Unity's Occlusion Culling documentation is so much out of date that it's not even fun. Is there any place I could find more information or is Occlusion Portal so legacy that it isn't supported anymore with Umbra?
Answer by MakeCodeNow · Feb 20, 2014 at 02:39 AM
TBH I'm not enough of an expert in Umbra to tell you, but I would think that simply opening/closing (or enabling/disabling) the portal would work.
If you're interested, we just released a dynamic occlusion culling solution for Unity called SECTR Vis. It's very quick to setup and includes a door component for just this reason. If you want to get a feel for how the level setup works, you can also check our our free product, SECTR Core.
I would think so too but like I said in my question, it doesn't work.
I know there are multiple OC systems in asset store but I consider Umbra to be superior to them. I wrote a quick door system in couple hours that along Umbra is quite close to perfect but I still hope Unity would fix Umbra in near future as its results are bit more accurate and requires slightly less scene setup.
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