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NullPlayerOcclusion
Guribo edited this page Jul 11, 2026
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2 revisions
Packages/tlp.udonvoiceutils/Runtime/Core/PlayerAudio/PlayerOcclusion/NullPlayerOcclusion.cs
Passthrough occlusion strategy — applies no muffling.
NullPlayerOcclusion extends PlayerOcclusionStrategy and always returns full clarity (1.0). Audio is never muffled regardless of obstacles between the listener and speaker.
- Testing audio without occlusion interference
- Worlds that don't need occlusion but still want the audio override system
- Debugging — isolate occlusion as a variable by swapping to this strategy
- Add
NullPlayerOcclusionto a GameObject in your scene - Assign it to
PlayerAudioController.PlayerOcclusionStrategy - Remove or disable any
DefaultPlayerOcclusioncomponent to avoid conflicts
- DefaultPlayerOcclusion — the real raycast-based strategy
- PlayerOcclusionStrategy — the abstract interface
- Occlusion — how occlusion works
- Architecture
- Occlusion
- Voice Directionality
- Height Scaling
- Audio Processing Pipeline
- Private Voice Channels
- WorldAudio Subsystem
- WorldAudio Limitations
- Set Up Occlusion
- Set Up Voice Channels
- Set Up Reverb
- Set Up Height Scaling
- Set Up Voice Directionality
- Set Up Microphone
- Set Up WorldAudio Emitters
- Enable Debug Mode
- Tutorial #1: Custom Voice Override Zone
- Tutorial #2: Private Voice Channels
- Tutorial #3: Setting Up World Audio
- PlayerAudioController
- PlayerAudioOverride
- PlayerAudioOverrideList
- PlayerAudioView
- PlayerAudioConfigurationModel
- SyncedPlayerAudioConfigurationModel
- VoiceUtils
- IgnoredPlayers
- AudioObstacle
- DefaultPlayerOcclusion
- NullPlayerOcclusion
- PlayerOcclusionStrategy
- Privacy Channel Reference
- AdjustableGain
- DynamicPrivacy
- PickupMicrophone — MVC microphone system with MicModel/MicController/MicView
- VoiceOverrideTriggerZone
- VoiceOverrideRoom