# Remove a baked occlusion culling setup

> Remove baked occlusion culling data and settings from a scene that no longer needs them.

Remove the data, components, and properties that a scene uses for baked occlusion culling.

Baked occlusion culling is deprecated and will be removed in a future release. If a scene no longer needs baked occlusion culling, remove its setup to prevent Unity from generating and loading occlusion culling data for that scene and to reduce the size of your project.

Unity hides the Occlusion Culling window in projects you create in Unity 6.7 and later, so these steps apply to projects that you created in an earlier version and upgraded to a newer version.

Removing the setup doesn't change how Unity performs [frustum culling](/engine/6000.7/manual/cameras/camera-view/understanding-frustum.md#view-frustum), which excludes renderers that fall outside a camera's view frustum. If your project uses the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP), you can instead [Enable GPU occlusion culling in URP](/engine/6000.7/manual/analysis/graphics-performance-profiling/in-urp/gpu-culling.md) or [Enable GPU occlusion culling in HDRP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.4/manual/gpu-culling.html).

## Remove baked occlusion culling from a scene

Complete both of the following procedures. If you clear the baked data but leave the components and properties in place, Unity rebuilds the data the next time you bake the scene.

### Clear the baked data

To clear the baked occlusion culling data:

1. Open the scenes you want to change. If you baked several scenes together, open all of them, because they share a single `OcclusionCullingData.asset` file.
2. Close any other scenes. Unity clears the data from every scene that's open, not only the scenes you want to change.
3. In the main menu, go to **Window** > **Rendering** > Occlusion Culling.
4. Select the **Bake** tab.
5. Select **Clear**. Unity clears the occlusion culling data from every open scene and deletes the `OcclusionCullingData.asset` file that stores the data.
6. Save each open scene to make the change persistent.

### Remove the occlusion culling components and properties

To remove the occlusion culling components and properties from a scene:

1. Select the GameObjects that you marked as Static Occluders or Static Occludees.
2. In the Editor window, open the [Static Editor Flags](/engine/6000.7/manual/working-with-gameobjects/gameobject-fundamentals/static-objects.md) dropdown, then disable **Occluder Static** and **Occludee Static**.
3. Select each GameObject that has an [Occlusion Area](/engine/6000.7/manual/cameras/occlusion-culling/class-occlusion-area.md) or [Occlusion Portal](/engine/6000.7/manual/cameras/occlusion-culling/class-occlusion-portal.md) component, then remove the component.
4. Select each camera that has **Occlusion Culling** enabled, then disable the property.
5. Select each Reflection Probe that has **Use Occlusion Culling** enabled, then disable the property.
6. Select each renderer that has **Dynamic Occlusion** enabled, then disable the property.
7. Save the scene.

The scene no longer uses baked occlusion culling, so Unity no longer excludes renderers that are hidden behind other GameObjects. This might increase the number of draw calls in scenes that previously relied on occlusion culling. If you use another form of occlusion culling, such as GPU occlusion culling, Unity continues to exclude occluded renderers. To check the effect on your project, refer to [Graphics performance and profiling](/engine/6000.7/manual/analysis/graphics-performance-profiling.md).

## Additional resources

* [Occlusion culling](/engine/6000.7/manual/cameras/occlusion-culling/occlusion-culling.md)
* [Occlusion Culling window reference](/engine/6000.7/manual/cameras/occlusion-culling/window.md)
* [Static Editor Flags](/engine/6000.7/manual/working-with-gameobjects/gameobject-fundamentals/static-objects.md)
* [Graphics performance and profiling](/engine/6000.7/manual/analysis/graphics-performance-profiling.md)
