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Question by Verpous · Sep 09, 2019 at 08:19 PM · occlusion cullingocclusioncullingocclusion-culling

What do occlusion areas actually do?

I've tried reading the manual, watching several videos on occlusion culling, even reading the answers from when other people asked this same question. But there's so much conflicting information. Things I've heard it does:

  • It's an area that, when a camera is inside it, occlusion culling is turned on. But when I try to toggle the occlusion areas on/off in my game, it doesn't have an effect on whether or not occlusion culling works.

  • It's an area that, when any object within it is seen by the camera, everything inside it is rendered. But from testing in my game it doesn't seem to do that.

  • It's an area that, when the camera is inside it, everything in the area is rendered. Also, doesn't seem to be the case from my experiments.

  • It somehow enables culling of dynamic objects. But dynamic objects are being culled in my game regardless of whether I enable or disable the occlusion areas I've set up.

So what the hell is it? Unity's manual is terribly unhelpful on this, and on occlusion culling in general (the manual entry for Occlusion Portals is only one line long). I'm also particularly curious what the "is view volume" checkbox does for occlusion areas. In the manual, it says this:

After creating the Occlusion Area, check the Is View Volume checkbox to occlude moving objects.

But then directly after there's a table of properties where it says this instead:

Is View Volume: Defines where the camera can be. Check this in order to occlude static objects that are inside this Occlusion Area.

What do they even mean by "defines where the camera can be"? And how can they say in one line that it enables occlusion of moving objects, then directly after that say that it enables culling of static objects?

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