Occlusion Culling Tutorial - Improve Unity Performance

แชร์
ฝัง
  • เผยแพร่เมื่อ 11 ม.ค. 2025

ความคิดเห็น • 36

  • @tufanaydin6340
    @tufanaydin6340 6 หลายเดือนก่อน +1

    I loved how you tell simple

  • @CassiusJohnAdams
    @CassiusJohnAdams 3 ปีที่แล้ว +3

    Thanks for the tutorial. I also have a similar one in the works too and had forgotten about the bounding volume!

    • @TheGameDevGuru
      @TheGameDevGuru  3 ปีที่แล้ว

      Thanks for the comment, please ping me when you publish your tutorial

  • @BurnoutWW
    @BurnoutWW 3 ปีที่แล้ว +5

    Nice tutorial.
    I feel thrown back to a certain stream we did.
    Minor thing: you did not capture the context menus.

    • @TheGameDevGuru
      @TheGameDevGuru  3 ปีที่แล้ว +2

      Thanks Jens! I was a bit rusty when we did the live stream on occlusion culling so I decided it was time to get that sorted :-)
      Sadly, I realized too late that OBS "window capture" didn't capture them...

  • @mediabass
    @mediabass 3 ปีที่แล้ว +1

    I came exactly to the point I needed this 😊👍

  • @ProjectNullTheGame
    @ProjectNullTheGame ปีที่แล้ว

    How this working? If the camera cant see an object, the Renderer just disabled? Or the gameobject disabled at all? So grey out in the list on the left?

  • @mattgreen753
    @mattgreen753 2 ปีที่แล้ว

    Thank you for the tutorial.

  • @CoalMyn1382
    @CoalMyn1382 2 ปีที่แล้ว

    Thank you. Peace and creation.
    300th like🔥🔥🔥

  • @pokoponmaru
    @pokoponmaru 2 ปีที่แล้ว

    Thanks for the great tutorial!
    Occlusion baking is scene-dependent, but it would be great if we could have a function (script) that allows automatic baking on the prefab side.

    • @TheGameDevGuru
      @TheGameDevGuru  2 ปีที่แล้ว

      For occlusion prefabs within prefabs you should rather use other packages; e.g. you can check out this one assetstore.unity.com/packages/tools/utilities/perfect-culling-occlusion-culling-system-193611?aid=1011l9AKa

  • @ravanin
    @ravanin 3 ปีที่แล้ว +4

    Any chance you can go into more detail into the multiple scene workflow? even in your blogpost you barely talk about it and i didn't really understood. Also It would be good to see your multi scene workflow not only for culling but in general.

  • @angiemon897
    @angiemon897 2 ปีที่แล้ว

    How would go about culling RT lights? I can't seem to make that work, and there seems to be only minimal and vague information about it online. Please don't tell me it's not possible :(
    Great tutorial btw! :)

  • @mrzaphkielYT
    @mrzaphkielYT ปีที่แล้ว

    It does not work for me. I made the wall and a cube behind it. Wall is ocludeer and the cube is ocludie. Made occlusion area, baked it then switched to visulazitaion bake it too and the cube is still there behind the wall in the editor.

    • @TheGameDevGuru
      @TheGameDevGuru  ปีที่แล้ว

      So many things can be off here. Maybe preview isn't working. Or maybe occlusion culling parameters aren't tweaked correctly. Best is to start with standard meshes (cubes), have a big occluder and a small occludee and go from there to your real use cases when you get that working

  • @AlessandroSalaTorino
    @AlessandroSalaTorino 3 ปีที่แล้ว +1

    Hi, I like very much your tutorial. Does it work with Unity 2019.4.20? Thanks!

  • @flckevin9972
    @flckevin9972 3 ปีที่แล้ว

    I’ve followed this tutorial and it did not work few aspects for my scene which is a mansion has 3 floors and when the player stand into a specific corner of the mansion it still render 2nd and 3rd floor with some furniture any idea ?

    • @TheGameDevGuru
      @TheGameDevGuru  3 ปีที่แล้ว

      Probably you need to play with the occlusion parameters. Also, some geometry of yours might be "broken" for occlusion culling. You can try adding static cubes for testing.

  • @theconfusedllama
    @theconfusedllama 3 ปีที่แล้ว

    Hi, how would I do this if the whole map (and contents) is one instantiated prefab?

    • @TheGameDevGuru
      @TheGameDevGuru  3 ปีที่แล้ว

      Occlusion culling is baked statically, so you need to have these prefabs in the scene when you bake it.

  • @maindepth8830
    @maindepth8830 3 ปีที่แล้ว

    What about non static objects, like enemies and moving platforms

    • @TheGameDevGuru
      @TheGameDevGuru  3 ปีที่แล้ว +2

      Dynamic occlusion culling takes care of that automatically

    • @maindepth8830
      @maindepth8830 3 ปีที่แล้ว

      @@TheGameDevGuru ah thanks

  • @daniilkozachenko9953
    @daniilkozachenko9953 3 ปีที่แล้ว +1

    Thanks dude

  • @danielkundrak1283
    @danielkundrak1283 3 ปีที่แล้ว

    How is it possible that when occlusion culling is enabled I have lower fps

    • @TheGameDevGuru
      @TheGameDevGuru  2 ปีที่แล้ว

      Occlusion culling is expensive. Only worth if you save more on draw calls than what it costs to do OC. Check OC baking parameters.

  • @maindepth8830
    @maindepth8830 3 ปีที่แล้ว +1

    Thank you

  • @AnThorioYT
    @AnThorioYT 2 ปีที่แล้ว

    :> nice tutorial!

  • @VolkGam
    @VolkGam 3 ปีที่แล้ว

    I also did everything according to your video (as lc kevin in comments), but nothing has changed in my large scene with castle - and even the FPS has dropped. I don't even know what the point is... Very strange... But I put a like and subscribed for an interesting and informative video by the author...

    • @TheGameDevGuru
      @TheGameDevGuru  3 ปีที่แล้ว +1

      Use the occlusion culling window to visualize if occlusion culling is working. There is a preview mode when you select a camera.
      Probably A) your parameters are wrong or B) your geometry is not well modeled and/or set up, e.g. holes/gaps.

    • @TheSkunkyMonk
      @TheSkunkyMonk 2 ปีที่แล้ว

      @@TheGameDevGuru Unities inbuilt Umbra culling to this day is just plain bad and best to be avoided...

  • @TheNei
    @TheNei 3 ปีที่แล้ว +1

    Thanks!!
    +1Subcriped!

  • @G.L.Eng.
    @G.L.Eng. 2 ปีที่แล้ว

    you are big!!!

  • @breewilkinson8787
    @breewilkinson8787 3 ปีที่แล้ว +1

    cheers