Up to date

This page is up to date for Godot 4.2. If you still find outdated information, please open an issue.


Inherits: Node3D < Node < Object

Provides occlusion culling for 3D nodes, which improves performance in closed areas.


Occlusion culling can improve rendering performance in closed/semi-open areas by hiding geometry that is occluded by other objects.

The occlusion culling system is mostly static. OccluderInstance3Ds can be moved or hidden at run-time, but doing so will trigger a background recomputation that can take several frames. It is recommended to only move OccluderInstance3Ds sporadically (e.g. for procedural generation purposes), rather than doing so every frame.

The occlusion culling system works by rendering the occluders on the CPU in parallel using Embree, drawing the result to a low-resolution buffer then using this to cull 3D nodes individually. In the 3D editor, you can preview the occlusion culling buffer by choosing Perspective > Debug Advanced... > Occlusion Culling Buffer in the top-left corner of the 3D viewport. The occlusion culling buffer quality can be adjusted in the Project Settings.

Baking: Select an OccluderInstance3D node, then use the Bake Occluders button at the top of the 3D editor. Only opaque materials will be taken into account; transparent materials (alpha-blended or alpha-tested) will be ignored by the occluder generation.

Note: Occlusion culling is only effective if ProjectSettings.rendering/occlusion_culling/use_occlusion_culling is true. Enabling occlusion culling has a cost on the CPU. Only enable occlusion culling if you actually plan to use it. Large open scenes with few or no objects blocking the view will generally not benefit much from occlusion culling. Large open scenes generally benefit more from mesh LOD and visibility ranges (GeometryInstance3D.visibility_range_begin and GeometryInstance3D.visibility_range_end) compared to occlusion culling.

Note: Due to memory constraints, occlusion culling is not supported by default in Web export templates. It can be enabled by compiling custom Web export templates with module_raycast_enabled=yes.













get_bake_mask_value ( int layer_number ) const


set_bake_mask_value ( int layer_number, bool value )

Property Descriptions