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Sorry for the late reply. Unfortunately the forum notification system is very unreliable. You can exclude cells from the bake process and they...
It means that you can pre-bake occlusion data for the prefab in the Unity Editor and still instantiate the prefab at run-time and the occlusion...
Perfect Culling bakes visibility information for locations inside the volumes. For this reason it only matters where your camera can go thus it...
Are you using the most recent Perfect Culling version? If not I'd suggest to update and give the native renderers another try. Furthermore if you...
Hey, For safety reasons Unity does not compile scripts when you export Asset Bundles so it would only work if VRChat was already using it in the...
You could also just loop over all bakeGroups and their renderers and put them into a Dictionary. public static Dictionary<Renderer, int>...
It should be just a matter of creating the Perfect Culling Volume and the Perfect Culling Terrain and assigning the renderers to the volume. So...
1. You should be able to access the bakeGroups on the PerfectCullingVolume and swap out the reference. There is also some basic API that you may...
I just double checked the code and there are two potential messages: and The first message will appear when the "Occlusion Culling" checkbox...
Unfortunately no because Perfect Culling requires a bake step in the Unity Editor.
There are no migration tools so you'd unfortunately need to set it up from scratch. However because it is a very different occlusion system you...
I could try to add something like that but it would need to be generic but that would mean that it would potentially produce less optimal results...
Thank you for the report. That is another great find as I was not aware that it is doing that. I sent you a PM with another updated DLL. EDIT:...
I sent you a PM :)
Thank you for your very detailed report. This is an awesome find and thanks to all the information and the provided Unity package I was able to...
If you want I could hook you up with some debug DLLs. They will slow down bakes significantly but may help to identify what could go wrong.
1. That is strange. Did you try whether it works on the demo scenes? It may be specific to your scene. 2. I was thinking more about it and I...
1. There are actually two native renderers. Are you using the OpenGL or Vulkan native renderer? I'd suggest to make sure to give both of them a...
The usual workaround is to just bake the object as transparent but it sounds like any opaque object could become translucent at run-time so that...
1. Reducing the cell size will result in more cells and storing more cell information needs more memory. 2. Generally the occlusion data is always...