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               Question by 
               impurekind · Aug 20, 2018 at 09:04 PM · 
                shaderrenderinginstanceocclusion cullingstatic batching  
              
 
              Can I not occlussion cull stuff that has been copied in my level, like the walls?
I'm just trying to see about using occlusion culling in my game but when I select an object, the wall in this case, and make it "static" in the Inspector's mesh renderer component, I get the warning below:

Does this mean that I basically can't occlude 99% of the stuff in my level, which is mostly just constructed from a single quad wall that I've copied and pasted all over the level to build rooms and corridors and then changed the texture to get a few variations on the way it looks?
Or am I missing something here and doing this whole occlusion culling thing wrong (I'm just learning)?
 
                 
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