Quick answer: Window → Rendering → Occlusion. Set Smallest Occluder ~half a doorway, Smallest Hole tighter, Backface Threshold 100 (interiors). Rebake.
Player walks through a door and the next room flickers in. Cells are sized for outdoor space; doorway crossings span multiple cells before culling resolves.
The Symptom
Visible objects appear/disappear at the threshold of a portal as the camera crosses cell boundaries.
The Fix
Window → Rendering → Occlusion (Bake tab):
Smallest Occluder: 1.0 // half door width
Smallest Hole: 0.25
Backface Threshold: 100 // interior
Static flags:
Walls/floors/ceilings: Occluder Static + Occludee Static
Props/decor: Occludee Static only
Skinned characters: none
Smaller occluder/hole settings = denser cell grid = finer culling resolution per door. Bake takes longer but the runtime experience is steady.
Verifying
Toggle Visualization → Visibility Lines while flying through portals. Cells subdivide tightly. No visible-line snap as camera crosses thresholds.
“Tighter cells. Right static flags. Pop disappears.”
Related Issues
For URP decal on skinned, see URP decal. For shader keyword stripping, see keyword strip.
Smaller cells. Static right. No pop.