How do I prevent a node from getting occluded with the new OcclusionInstance3D culling in GD4

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:bust_in_silhouette: Asked By tshannon

I’m using the new OccluderInstance3D from GD 4 here:

And it’s working great. I’m seeing and additional 30 - 50 fps with some simple scenarios, so it’ll likely pay off more as I add more details.

However, I have an Enemy node (character controller), which completely stops processing when it’s out of view / culled. Nothing in the Process or PhysicsProcess methods gets called, and I’m not seeing any signals or anything to even notify when the node is culled or not.

Visibility doesn’t seem to be changing, it doesn’t seem to be entering or leaving the tree, it just stops processing.

The rooms and portals culling process (which isn’t currently available in V4) has game play notifications, and the ability to set a “PortalMode” to determine if a given instance should even be culled. I can’t seem to find anything like this for use with the Occlusion Culling in V4.

It almost feels like a bug, but just in case I’m missing something obvious, I thought I’d ask a question here first.