Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
8
Question by Tim_GD8 · Nov 10, 2010 at 09:03 AM · cullingocclusionroomblink

Occlusion Culling - Dynamic Objects Issue

Hi all,

I'm running into an issue with the Occlusion Culling system for weeks now and with only limited documentation and a few other forum posts I can't figure out what is going wrong exactly. I'm by far not an expert on these things but I do know how the system works. We're working on an iPhone game with fairly complex 3D scenes. We've got a scene which resembles a house interior with several rooms which should be ideal for Occlusion culling.

In Unity iPhone 1.7 I used to place occlusion boxes around every room and target areas around all moving objects, rendered the scene and everything worked fine. Now in Unity 3 I'm doing the exact same but some rooms keep blinking away.

Now, I've tried everything from putting one massive box around the entire area to altering the cell size and target resolution etc.

What I think is going wrong is that the HUD (which are actual objects) and the 3rd person character cause the problems because they are moving through the area and are being culling because they are 'dynamic objects' moving through target areas. The reason we've put culling areas (with target areas enabled) around every room is because there are moving objects that do need to be culled in every room.

I would just like to exclude the main character and the HUD elements from the Occlusion culling system altogether. Is this possible with layers or a script or something similar or am I doing something completely wrong? In Unity 1.7 I tend to put target areas around each moving object but since these are now combined into one occlusion box I don't know if that's the right solution.

Though I've tried to do the same as with Unity iPhone 1.7 placing target areas around individual moving objects and the problem remains. I haven't got a clue what is going wrong.

For the information:

We're working with the pro versions of both Unity 3 and Unity 3 iPhone on Mac Os X 10.6.4.

If anyone else is experiencing these problems or know a possible solution I would love to hear it.

Thanks!

Comment
Add comment · Show 3
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Proclyon · Nov 18, 2010 at 04:04 PM 0
Share

Still no answers :/ Other people have the same problem?

avatar image user-6407 (google) · Nov 20, 2010 at 01:44 PM 0
Share

I have the same issue. That's why i can't use new Unity 3.0

avatar image BerggreenDK · Dec 04, 2010 at 02:59 AM 0
Share

Ouch, 2x $1500 for PRO licenses with bugs.

2 Replies

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by Dreamora · Dec 27, 2010 at 05:42 AM

Target Areas and View Areas are still there, but now as checkboxes on the area you place through the occlusion editor window.

And no the OC does not respect any kind of layers, but and thats a big but: from what I recall its bound to the camera you mark as "Main Camera" (it at least used to be, not retested in 3.1 yet), so a camera that is meant to not occlude could just be marked as not the main cam and render.

But yes that won't solve the blinking which is a rather annoying bug and has lead to little anger explosions every now and then cause its totally undefineable whats causing it. What I'm rather confident is that translucent objects are definitely fucking it up if you happen to mark them static.

Also don't do "I can look in from the backside" tricks to look into a room from the top if the room had a roof, thats by experience also making it worse

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Tim_GD8 · Dec 27, 2010 at 09:46 AM 0
Share

Thanks for the explanation Dreamora,

We've managed to fix it last week. It indeed had to do with some backface culled and translucent objects. When scenes get complex you start to think the problem can be in anything :) I'll mark your answer as the solution as that will be the problem in most of these cases I think.

Cheers

avatar image
0

Answer by Acreates · Mar 12, 2017 at 06:07 PM

I found this bug as well caused by OC. When I cleared OC, the shadows appeared correctly. I noticed the trees were always ok, probably because they use a different system.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

1 Person is following this question.

avatar image

Related Questions

Occlusion culling doesn't works. 1 Answer

Occlusion Culling Question 1 Answer

How would I partially hide an object like a sphere if part of it falls behind or below a plane/object? 0 Answers

creating custom occlusion culling? 2 Answers

Dynamic moving occluder? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges