Table of Contents

Occlusion Quality


Occlusion Quality is set per-revealer on the Revealer 3D / Revealer 2D component. It trades raycast accuracy for performance. Higher quality means more accurate edge detection and fewer missed gaps, at a higher raycast cost.

Disabling Occlusion

If a revealer doesn't need to be blocked by obstacles, disable Use Occlusion. Without occlusion, a revealer is essentially a cheap circle/cone — you can render thousands of non-occluding revealers with minimal cost.

Quality Presets

The Occlusion Quality preset picks a balanced set of raycast settings for you:

Occlusion Quality preset dropdown

Preset Use for
Extra Large Scale RTS Huge worlds with very many revealers — lowest cost.
Large Scale RTS Large RTS-style worlds with many revealers.
Medium Scale RTS Mid-sized worlds.
Small Scale RTS Smaller worlds / fewer revealers.
High Resolution High-accuracy line of sight (default).
Overkill Resolution Maximum accuracy, highest cost.
Custom Expose and tune the individual raycast settings yourself.

Custom Settings

Selecting the Custom preset exposes the underlying raycast parameters:

Property Type Default Description
Raycast Resolution float (0.05–2) 0.5 Ray density. Higher resolves more detail at a higher cost.
Num Extra Iterations int (0–10) 4 Refinement passes around edges. Raise this if a revealer misses edges.
Num Extra Rays On Iteration int (1–5) 3 Extra rays fired per refinement pass.
Resolve Edge bool true Binary-search the precise edge of obstacles.
Max Edge Resolve Iterations int (1–30) 10 Edge binary-search steps. More = more accurate at distance, more raycasts.
Max Acceptable Edge Angle Difference float (0.001–1) 0.005 Angle tolerance for edge detection. Lower = more accurate, more raycasts.
Edge Dst Threshold float (0.001–1) 0.1 Distance threshold for detecting an edge between two rays.
Double Hit Max Angle Delta float 15 Maximum angle delta used when classifying double-hit edges.

Raising Num Extra Iterations resolves edges that a low value misses:

Extra Iterations = 0 Extra Iterations = 0 — note the missed edge

Extra Iterations = 1 Extra Iterations = 1 — the edge is resolved

Tip

If a revealer misses some edges, set Occlusion Quality to Custom and increase Num Extra Iterations. See Debugging.