Thank you so much, I had assumed backface threshold affected the geometry only, and not the bake data. I turned it back to 100 and it fixed all my issues!
@NerdHead actually it diddnt work in the end what I did was make the rooms non static so the insides weren't occluded. I wanted them to be excluded from rendering when miles out but this was a workaround I ended up settling for. Custom gfx can be cumbersome at times I'd be interested to see your window tutorial I have mirrors that work pretty well... Well... they're a bit wierd They render the reflection of the scene but not the character facing them I think real-time mirrors on mobile would be too heavy to have them all over the place considering how many I'd end up with in my city scene But yeah They work fine for what they are Cheers
If I could thumb up this button 100 times, I would do it! Thanks a lot, I was stuck at: I deactivate my game object but occlusion still happen! Thank you !
Thanks for the video dude, I´m making an isometric game and was under the impression the backface threshold was going going help me hide the back walls of my buildings but that doesn´t seems to be the case. I´m just gonna remove the back geometry directly in Blender. TY
Thank you again😊 I really appreciate you going from one video to another. It lets me know that I am doing something right and gives me great motivation to make more videos😁🙏
thank but i still don't understand what is the occasion area one other thing is eny way to make wean player is insane in room to disable all the other rooms for the view ? (i know that is possible if i disable the room with code but what i say is if unity have system like this by default) in my game i have created a system for dynamic camera range before even learn abut Occlusion Culling the way this system works is pretty simple wean the player is in close area the see less and wean the player is in open area the see feather it very semple code this the triger eneter code private void OnTriggerEnter(Collider collision) { if (collision.TryGetComponent(out CameraDistans Distans)) { Distans.Viewview_Distance(ViewDistances); } } and this the code for you need to add to the player public Camera camera; public void Viewview_Distance(float ViewDistances) { camera.farClipPlane = ViewDistances; }
Do you fix it? I'm making maze and camera still visualize itself view but it shouldn't render when I standing under wall and don't see nothing behind, but it still render all camera view ahead
I am unable to get this to work no matter what I try. I have the static set correctly, yet all I am getting is fulcrum culling. Small occlusee objects are not being culled out by large occluder objects. I have tried using occlusion areas and without them, same result.
Hey, can you please send more info (what setting are you using, an image of your scene, are you using any assets?) and I will answer you as soon as I can. You can send it in discord server discord.gg/sZmAkFXeRT
I must be doing something wrong... My camera still renders through walls no matter what I put as the parameters. All objects are static and are both ocluders and ocludees
@@NerdHead Yeah. It seems that it only works for models that have backfaces as well, like unity cubes. I also did forget to click on bake for the static game objects so thats why nothing worked in the start lol
@@NikkiMcMistieSame problem, but I instisiate prefab walls on scene and then I can't bake it, it seems like it should be before starting scene, how to bake it after creating in play mode?
Thank you so much, I had assumed backface threshold affected the geometry only, and not the bake data. I turned it back to 100 and it fixed all my issues!
I'm glad I could help😁
cheers man, lots of info. well done! ill need to view it a couple of times
Glad you love it😁
Thank you - this issue was killing my frames in high object areas. I tried googling the issue for ages and finally found your video to help! :D
Occlusion portal
That's what I needed man thank you
I've got windows with custom transparent mesh renders
I an just working on a windows & mirror tutorial
@NerdHead actually it diddnt work in the end what I did was make the rooms non static so the insides weren't occluded.
I wanted them to be excluded from rendering when miles out but this was a workaround I ended up settling for.
Custom gfx can be cumbersome at times
I'd be interested to see your window tutorial
I have mirrors that work pretty well... Well... they're a bit wierd
They render the reflection of the scene but not the character facing them
I think real-time mirrors on mobile would be too heavy to have them all over the place considering how many I'd end up with in my city scene
But yeah
They work fine for what they are
Cheers
If I could thumb up this button 100 times, I would do it! Thanks a lot, I was stuck at: I deactivate my game object but occlusion still happen! Thank you !
Thanks, your tutorials are very good, i hope you will continue
Thank you very much, I am still posting but slow.. Some cool stuff coming soon😁
Thanks for the video dude, I´m making an isometric game and was under the impression the backface threshold was going going help me hide the back walls of my buildings but that doesn´t seems to be the case. I´m just gonna remove the back geometry directly in Blender. TY
Happy to help😁
You can look up LOD in unity, this might help you in your case
very under subbed channel, great job!
Thank you so much! Because of this comment I set down to finish a new video (next next one out is because of you 😁)
Thank you. You really made my life easier
Nice! What are you working on?
@@NerdHead HDRP horror game. That's why I need a lot of optimisations 😂
Great job explaining. Very useful video.
Thank you very much, if you need any other subject, let me know and I will make it😁
Excellent video, Thank you!
Thank you again😊 I really appreciate you going from one video to another. It lets me know that I am doing something right and gives me great motivation to make more videos😁🙏
thank you!
What can happen if I do that to moving object?
thank but i still don't understand what is the occasion area
one other thing is eny way to make wean player is insane in room to disable all the other rooms for the view ?
(i know that is possible if i disable the room with code but what i say is if unity have system like this by default)
in my game i have created a system for dynamic camera range before even learn abut Occlusion Culling the way this system works is pretty simple wean the player is in close area the see less and wean the player is in open area the see feather it very semple code
this the triger eneter code
private void OnTriggerEnter(Collider collision)
{
if (collision.TryGetComponent(out CameraDistans Distans))
{ Distans.Viewview_Distance(ViewDistances); }
}
and this the code for you need to add to the player
public Camera camera;
public void Viewview_Distance(float ViewDistances)
{
camera.farClipPlane = ViewDistances;
}
When we bake it really work now right ?
because when we exit visaulize mode it look like nothing change but when we play it actually change right ?
If it works in visualize mode, it will.
You can enable and disable this and check to see if the game stats (fps and batches) changed
@@NerdHead Thank you my fps really change from 70-90 to 110-130
Very nice!
Thank you!
i did it like in the video but unity i still rendering object behind other objects, anyone knows how to fix it?
Do you fix it? I'm making maze and camera still visualize itself view but it shouldn't render when I standing under wall and don't see nothing behind, but it still render all camera view ahead
I am unable to get this to work no matter what I try. I have the static set correctly, yet all I am getting is fulcrum culling. Small occlusee objects are not being culled out by large occluder objects. I have tried using occlusion areas and without them, same result.
Hey, can you please send more info (what setting are you using, an image of your scene, are you using any assets?) and I will answer you as soon as I can.
You can send it in discord server
discord.gg/sZmAkFXeRT
when i do that it makes everything dissapear
thanks
Nice!
Thanks😁
I must be doing something wrong... My camera still renders through walls no matter what I put as the parameters. All objects are static and are both ocluders and ocludees
Aee you using external assets?
@@NerdHead Yeah. It seems that it only works for models that have backfaces as well, like unity cubes.
I also did forget to click on bake for the static game objects so thats why nothing worked in the start lol
@@NikkiMcMistieSame problem, but I instisiate prefab walls on scene and then I can't bake it, it seems like it should be before starting scene, how to bake it after creating in play mode?
@@hggyuu it should work after baking it in edit mode before generating the scene in play mode. worked for me in unity 2021 yesterday anyway
@@NerdHead @NikkiMcMistie same problem, I am using external assets but I have marked them occludee static, but still they are rendering through walls