Quick answer: Mark every renderer that should be culled or used as an occluder with Occludee Static or Occluder Static. Tune Smallest Occluder down for tight interiors. Split giant meshes into per-room pieces so they can be individually culled.

You bake occlusion, run the scene, and the profiler shows no draw call savings. The cells visualization shows the player’s cell but reports every renderer as visible. The bake didn’t actually capture the geometry you expected.

The Symptom

Occlusion Culling baked, no errors. Frame Debugger or Stats panel shows the same renderer count whether you face into a wall or away from it. The visualization in the Occlusion window shows boxes but no actual occlusion happening.

What Causes This

Three common causes:

  1. Static flags missing. Renderers must be Occludee Static (to be cullable) or Occluder Static (to block the view of others). The header Static dropdown shows the bitmask.
  2. Smallest Occluder too large. Default 5m means a 4m corridor wall doesn’t occlude anything. For tight scenes, 1–2m is needed.
  3. One giant mesh. Unity culls per renderer. A 200m airport import as a single mesh is all-or-nothing — you can’t cull half of it.

The Fix

Step 1: Static flags. Select all level geometry. In Inspector header, click the Static dropdown and tick:

You can mark a mesh both Occluder and Occludee. Walls and large props should be both. Tiny props should be Occludee only (small things rarely block views meaningfully).

Step 2: Tune bake parameters. Window → Rendering → Occlusion Culling → Bake tab.

Smallest Occluder:    2.0     // down from default 5
Smallest Hole:        0.25
Backface Threshold:   100     // fully ignore backfaces

Lowering Smallest Occluder makes the bake slower but captures more occluding walls.

Step 3: Split giant meshes. If you have a single huge level mesh, re-export from your DCC tool with separate meshes per room or section. Or in Unity, use a tool like Mesh Splitter to break apart by bounds.

Step 4: Bake and check the visualization. Click Bake. Visualization tab → tick “View Volumes” and “Visibility Lines.” Move the camera; only the active cell’s visible meshes should highlight. If nothing highlights, the bake is empty.

Dynamic Occludees

For movable objects (NPCs, vehicles) that you still want culled by static walls, mark them with the Dynamic Occludee component (or just check Dynamic Occludee on the MeshRenderer). They’re tested per-frame against the baked occlusion volumes.

Verifying

Stats panel → check Tris and SetPass calls before and after entering a room with closed walls. SetPass calls should drop visibly. If the count stays similar, occlusion isn’t firing — revisit static flags.

Understanding the issue

This bug class falls into a pattern that's worth understanding beyond the specific case. In Unity Engine, the underlying behavior is shaped by how the engine layers its abstractions - the public API you call, the runtime systems that respond, and the platform-specific implementations underneath. A bug at any layer can produce symptoms that look like they originate at a different layer. Triaging effectively means recognizing which layer the symptom belongs to, even when the gameplay code is what's visible.

The specific bug described above is the kind that surfaces during integration rather than unit testing. It depends on a combination of factors: the asset configuration, the runtime state, the platform's specific behavior. In isolation, each piece looks correct; in combination, the bug emerges. This is why thorough integration testing - playing the actual game in realistic conditions - catches things that automated tests miss.

Why this happens

Bugs of this class are particularly easy to ship past internal QA because they often depend on specific runtime conditions - hardware combinations, network states, or asset configurations that QA didn't reproduce. Players hit them in the wild, file reports that are hard to repro, and the bug accumulates negative reviews while engineering tries to recreate the failure mode.

At the engine level, the behavior comes from a deliberate design decision in Unity. The engine team chose a particular trade-off - usually performance versus convenience, or generality versus specificity - and that trade-off has consequences when you push against it. Understanding the trade-off is what turns 'this bug is mysterious' into 'this bug is the expected consequence of this design'.

Verifying the fix

For shipping games, the safest verification is a staged rollout. Apply the fix to 1% of players for 24 hours; watch the affected metric; expand if green. Skipping the staged rollout means the verification is the entire player base, which is too high a stakes for most fixes.

Reproducibility is the prerequisite for verification. If you can't reliably reproduce the bug pre-fix, you can't reliably verify it post-fix. Spend time getting a clean reproduction before you write any fix code. The fix is fast once you understand the reproduction; the reproduction is the slow part.

Variations to watch for

There's almost always a less obvious case where the same problem applies. The reported case is the one a player hit; the related cases hide because they're rarer or affect fewer players. After fixing the reported case, search the codebase for the pattern - one fix often unlocks several.

Adjacent bugs often share a root cause. After fixing the case you've found, spend an hour searching the codebase for similar patterns. What's the same call with different arguments? The same data flow with a different entity type? The same lifecycle issue in a sibling system? Each match is a candidate for the same fix, or a related fix that prevents future bugs of the same class.

In production

Live games surface this bug class at scale. What's a rare edge case in development becomes a daily occurrence once you have a few thousand concurrent players. The class isn't 'this player has a unique setup'; it's 'one in N thousand sessions will trigger this exact combination'.

When triaging a similar issue in production, prioritize gathering data over hypothesizing causes. A player report describes a symptom; what you need is a build SHA, a session timestamp, and ideally a screen recording or session replay. With those, the bug becomes tractable. Without them, you're guessing at hypothetical reproductions that may not match what the player actually hit.

Performance considerations

If this issue manifests under high load (many actors, many particles, many network connections), profile the post-fix code path with realistic counts. The original cost was a bug; the new cost is real work, and real work has a budget.

Diagnostic approach

Diagnosing this class of bug benefits from a structured approach: confirm the symptom, isolate the variables, hypothesize the cause, and verify the hypothesis before writing fix code. Skipping the isolation step is the most common mistake; without it, fixes often address symptoms while the underlying cause continues to produce other variations.

For Unity-specific diagnostics, the editor's profiler is the canonical starting point. Capture a representative frame with the symptom present; compare against a frame without the symptom; the diff often points directly at the cause. If the symptom is non-deterministic, capture multiple frames and look for the pattern - the cause is usually a state transition or a specific input value rather than a continuous effect.

Tooling and ecosystem

Modern engine versions ship better tooling for this kind of issue than older versions. If you're on an older release, the diagnostic step may take significantly longer because the tools you'd want don't exist yet. Sometimes the right answer is upgrading rather than fighting through limited tooling.

Within Unity, the relevant diagnostic surfaces include the standard frame debugger, memory profiler, and engine-specific debug overlays. Each one shows a different facet of what's happening. The frame debugger reveals draw call ordering and state transitions; the memory profiler shows allocation patterns; the debug overlay reveals per-system state. Bugs that resist one tool usually surrender to another - the trick is knowing which tool to reach for first.

Edge cases and pitfalls

Edge cases for this class of issue often involve specific timing: the first frame after a state change, the last frame before a transition, frames where multiple subsystems update simultaneously. Reproducing these reliably is part of what makes the bug class hard to test.

When writing a regression test for this fix, focus on the boundary conditions that surfaced the original bug. Tests that exercise the happy path catch obvious regressions; tests that exercise the boundary catch the subtler regressions that look like new bugs but are really the original returning. The latter are the tests that earn their keep over the long life of the project.

Team communication

Document the fix and its rationale in the commit message or attached engineering doc. Future engineers will encounter related issues; the rationale tells them whether your fix is reusable or specific to the case at hand. Without rationale, the fix gets reverted or copied incorrectly.

If this fix touches a system several engineers work in, a short writeup in the team's engineering channel helps. Not a full design doc - a paragraph explaining what was wrong, what's fixed, and what to watch for. Future engineers encountering similar symptoms will search for the fix; making it findable is a small investment that pays back later.

“Static flags. Smallest Occluder small enough. Split giant meshes. Bake. Walls block draws.”

Related Issues

For LOD popping, see LOD popping. For high draw calls, see draw call reduction.

Static flags. Tune the threshold. Split big meshes. Walls work.