非常重要的一点是在创建你的物体时要随时注意,因为你需要在物体的尺寸和单元的尺寸间取得一个好的平衡. 理想情况下,you shouldn't have cells that are too small in comparison with your objects butequally you shouldn't have objects that cover many cells.有时你可以通过将大的物体拆成几个部分来改进遮挡剔除效果. 无论如何你仍然能够将小的物体合并为一体来降低draw calls, 在它们都属于一些小的组件的时候, occlusion culling 将不起作用.确定组件中那个是可视的组件的选集和可视信息被认为是 PVS (潜在可视状态PotentiallyVisible Set).
Near Clip Plane
Near clip plane 如果设置最小数值 那么游戏中所有摄像机都可看到.
Far Clip Plane
Far Clip Plane 用于选择objects. 任何物体的距离大于这个设定数值都会被自动遮挡.(Should be set to the largest far clip planed that will be usedin the game of all the cameras)
Selecting Target (moving objects) or View (static objects) 让你御览calculated data 的运作.
Testing the generated occlusion
occlusion 设置完毕后, 打开CullGeometry option (in the Occlusion Culling window) 并在场景视窗移动 Main Camera.
iScene View 中的OcclusionView mode
当你在周围移动Main Camera (无论是否在 Play mode下), 你将会看到不同的物体disable. 你在这里需要找出的是occlusiondata中的任何错误. 当你移动摄像机时你可能会发现会有物体突然出现在视野当中. 如果这种情况发生, youroptions for fixing the error are either to change the resolution (if you areplaying with target volumes), or to move objects around to cover up the error.To debug problems with occlusion, you can move the Main Camera to theproblematic position for spot-checking.