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.