I’ve written this guide explaining all I know about the occlusion culling system in Unity - the specialized system devoted to hiding things behind other things for better performance.
By reducing the number of things drawn onscreen, we can get better performance in worlds. And in Unity, it will draw everything it thinks you can see - even if that thing is totally hidden! The cure? Occlusion culling, which calculates what things can and can’t be seen from each section of the map so Unity knows to not render them.
This guide covers both the basic use of occlusion culling, as well as common pitfalls and issues users run into. It also covers some details on how the system works and what you should and shouldn’t expect it to do.
This guide also features sections written with feedback from the developers of the massive adventure/exploration/spooky map, The Devouring, which has received much praise for containing a sprawling, quality map with lots of areas. How did they get Unity to work so well for them in VR? Let’s find out…