>>386800848
>does it have colliders?
No colliders. 

>>386801047
Removed occlusion area components from the scene, occluder static checkbox is checked, moving temporary camera around for occlusion preview shows that spheres are disappearing when camera is in other room

>>386801092
So, what you're saing is that this 50fps in another room instead of 20 when looking at the object is the best occlusion system can do in Unity, and I shouldn't bother trying to make it better unless i want to write a script that manually disables/enables objects on trigger enter?


[spoiler]i don't really have any performance issues that would require this kind of optimization, i just want to have some general understanding of what exactly culling does before using it[/spoiler]