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Occlusion Culling Properties on base meshes

So occlusion culling is working fine on a per scene selected basis. But I want to change the base meshes properties to be occluders and occludees automatically, without having to go through the scene and select each one. My game has a limited selection of meshes that are repeated often, and the need for being an occluder or occludee is going to be extremely predictable. It would make designing a level go a lot faster if I didn't have to go through and mark each mesh individually.

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asked Apr 01 '12 at 05:05 PM

Frenetic_Pony gravatar image

Frenetic_Pony
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Make a prefab for each of these meshes.

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answered Apr 02 '12 at 09:16 AM

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Kryptos
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asked: Apr 01 '12 at 05:05 PM

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Last Updated: Apr 02 '12 at 09:16 AM