Quick answer: Add OcclusionPortal component on a volume sitting in the doorway. Re-bake occlusion. Toggle occlusionPortal.open = true from your door script when the door opens.
Player opens a door but the room behind stays culled. Baked occlusion treats the wall as solid; a portal needs to mark that opening as toggleable.
The Symptom
Geometry beyond a baked occluder doesn’t draw even when the dynamic occluder (door) is “open.” Frame Debugger confirms the geometry is culled.
The Fix
Door GameObject:
+ OcclusionPortal
Center: (matches door volume)
Size: (matches door opening)
Open: false // initial closed
Bake occlusion (Window → Rendering → Occlusion Culling → Bake).
public class DoorScript : MonoBehaviour
{
public OcclusionPortal portal;
public void Open()
{
portal.open = true;
// also play door animation, etc.
}
}
Open flips the portal open. Occlusion now lets sight pass through the doorway; geometry beyond renders.
Verifying
Stat overlays / Frame Debugger before and after Open. SetPass calls drop with door closed (room behind culled), rise with door open.
“Portal in the doorway. Toggle open. Room beyond renders.”
Related Issues
For Occlusion Culling bake, see bake skipping. For Light Probe out of volume, see probe volume.
Portal toggles. Sight passes.