A Guild to Beautiful Game

Working with Occlusion Culling

By now we would have added a lot to our scene, from lightings and special effects like bloom and glowing object, but that is a lot of objects to render during game play and it won’t be optimal for lower ended devices. This is where Occlusion Culling comes in handy. Occlusion Culling basically omits objects that aren’t within camera view to be tucked away, therefore eliminating the resource load and optimizing your game.

Setting Up Occlusion Culling:

Setting up Occlusion culling is quite simple and there is a several key features users have to be aware of. First is that you want all objects that needs to be culled from the view to have a “static tag”. Otherwise the Occlusion would not occur on those objects.

Examples of what objects shouldn’t be static would be light sources, dynamic objects such as doors or any interactive/movable objects and particles. Objects that should be static would be floors, walls, ceilings and other objects that aren’t interactive that are movable.

Start by selecting all the objects that require to be “static” and required to be omitted from the camera view. In the inspector you will see that beside the objects name there is a little check box named “static”. Before you check this box we need to set up some restrictions on the static tag. We don’t want the objects that are static to contribute to the global illumination, therefore we click the arrow to open up the drop down menu to select everything other than the Global illumination. That way, even thought the objects are considered static they won’t produce a light source.

Then in the Occlusions settings we are going to “Bake” the scene. To get to the Occlusion settings, under the Windows dropdown menu > Rendering > Occlusion Culling.

After it is done baking, you will noticed that the scene view now will only show objects that only the Main Camera can see. If you don’t see anything like that, then within the active scene view, we can select the bottom right corner from “Edit” mode to “Visualize” mode.




A Designer, an Illustrator and a massive tech geek aspiring to become a professional Unity Developer.

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Simon Truong

Simon Truong

A Designer, an Illustrator and a massive tech geek aspiring to become a professional Unity Developer.

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A Guild to Beautiful Games