>>343708674
if you use built-in unity occlusion culling, it's automatic based on the camera, so once you stick your head through a wall, unity will stop occluding whatever is behind there. You can delete the occlusion culling data to disable it temporarily I suppose but AFAIK you can't disable it in game

In the occlusion culling inspector panel you can select a camera in the scene to get a preview of what gets culled (as you move the camera around).

You can instead (or also) do manual occlusion culling by e.g. disabling the MeshRenderers or entire gameobject hierarchies of the parts of the map the local player isn't currently in, which may be what you're talking about; for that you'll just have to adjust the scripts you're using if you want to disable it at some point. IMO, the automatic occlusion culling almost always is good enough though, and it's hard to keep all your manual disabling/enabling in sync with respawns and stuff. If you do have expensive udon objects though, it's sometimes worth it.