![]() If the parameters were set correctly you should see some objects not being rendered. The white cubes represent cell divisions for View Volumes. The blue cubes represent the cell divisions for Target Volumes. When the processing is done, you should see some colorful cubes in the View Area. To debug problems with occlusion, you can move the Main Camera to the problematic position for spot-checking. If this happens, your options for fixing the error are either to change the resolution (if you are playing with target volumes) or to move objects around to cover up the error. You’ll recognize an error if you see objects suddenly popping into view as you move around. The thing you are looking for here is any error in the occlusion data. The Occlusion View mode in Scene ViewĪs you move the Main Camera around (whether or not you are in Play mode), you’ll see various objects disable themselves. Testing the generated occlusionĪfter your occlusion is set up, you can test it by enabling the Occlusion Culling (in the Occlusion Culling Preview Panel in Visualize mode) and moving the Main Camera around in the scene view. To see how the occlusion area will be calculated, select Edit and toggle the View button Occlusion Area properties for moving objects.Īfter you have added the Occlusion Area, you need to see how it divides the box into cells. Check this in order to occlude static objects that are inside this Occlusion Area. By default this is 0,0,0 and is located in the center of the box.ĭefines where the camera can be. You can create Occlusion Areas by adding the Occlusion Area component to an empty game object ( Component -> Rendering -> Occlusion Area in the menus).Īfter creating the Occlusion Area, check the Is View Volume checkbox to occlude moving objects. To apply occlusion culling to moving objects you have to create an Occlusion Area and then modify its size to fit the space where the moving objects will be located (of course the moving objects cannot be marked as static).
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