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?
  • \$\begingroup\$ Unity can make this kind of game, if that's your question. You'll need to evaluate its suitability for your needs yourself, as "which technology should I use" is not a question we answer here. \$\endgroup\$ – DMGregory Jan 8 at 18:11
  • \$\begingroup\$ The second part of my question is how rendering is done without BSP \$\endgroup\$ – sdgfsdh Jan 8 at 18:12
  • \$\begingroup\$ You might also be interested in looking into Occlusion Culling then. BSP is part of one strategy for solving the occlusion culling problem. It is not the only way. If you'd like to edit your question to ask a more specific question about occlusion culling, we may be able to re-open it for answers on that topic. \$\endgroup\$ – DMGregory Jan 8 at 18:13
  • \$\begingroup\$ @sdgfsdh See the Dead Trigger series and Shadowgun Legends for examples of first-person shooters made with Unity and running on the limited hardware available in mobile phones. They feature both indoor and outdoor levels. \$\endgroup\$ – Kevin Jan 8 at 18:20
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    \$\begingroup\$ I've already linked you to "the most readily available or built-in occlusion culling solution for Unity" - that is the Umbra solution described in their documentation. Have you encountered any concrete problems in applying this technology to your use case that we can help you solve? \$\endgroup\$ – DMGregory Jan 8 at 18:54