I would like to build a "corridor" FPS, for which I am evaluating Unity3D. My understanding of the engines used for Half-life and Quake is that they have static level geometry that is pre-processed using a BSP algorithm. I don't think that Unity3D has this feature, since it is a more general purpose game engine.
My questions are:
- Have any prominent "corridor" FPS games been made in Unity3D and did they use an occlusion culling solution?
- What is the most readily available or built-in occlusion culling solution for Unity?