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I've bought a 3d model from a 3d marketplace.

It is a big interior scene.

I've imported the single FBX into Unity, added some collider, changed materials (6-7 materials) etc. There are hundreds of child object/mesh:

enter image description here

Despite what my camera is looking, i noticed Unity is rendering 3-400K tris.

Why Occlusion Culling isn't working ? Maybe importing a single huge Fbx isn't the right practice ?

Thanks

This image is my player looking at a black wall... 360K tris rendered !!!!

enter image description here

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    \$\begingroup\$ How have you configured occlusion culling for your scene? It's not automatic, so you'll need to walk us through what steps you took so we can identify what you've missed \$\endgroup\$
    – DMGregory
    Commented Jun 3, 2019 at 21:19
  • \$\begingroup\$ I didn't configure it: i just selected my Main Camera and flagged: Occlusion Culling \$\endgroup\$
    – stighy
    Commented Jun 4, 2019 at 7:23
  • \$\begingroup\$ Right.. docs.unity3d.com/Manual/OcclusionCulling.html \$\endgroup\$
    – stighy
    Commented Jun 4, 2019 at 8:21
  • \$\begingroup\$ Can you walk us through the steps you followed based on that documentation? \$\endgroup\$
    – DMGregory
    Commented Jun 4, 2019 at 11:21

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I had a similar problem in my project and it was caused by lights with shadows enabled, I believe Unity draws those extra vertices if it is under a light to calculate the shadow even if the object is out of view

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