As the title states, I was wondering how we should expect MeshLOD to come.
Mesh LOD will not be delivered as a package. The plan is to provide options on the FBX importer for example, allowing for the generation of mesh LODs. The content will utilize standard MeshRenderers and SkinnedMeshRenderers, which will select the appropriate mesh LOD at runtime.
Oh so we’ll no longer use the old LOD components? It will basically be auto LOD? Neat.
I guess that makes it a 6.1 thing then…
You can still use LODGroups if so desired, either on their own or in conjunction with mesh LODs. Consider LODGroups as a solution involving level of detail across multiple Renderers, while mesh LOD addresses level of detail for the individual meshes rendered by a single Renderer. Which solution (or combination of solutions) you choose depends on your project, content and preferences.
Hi, just a quick update: Mesh LOD will not be included in the 6.1 release.
Aw thats a shame.
I feel very disappointed. Such a great feature should have been provided to developers for testing in the alpha version earlier. It is one of the simplest and most lightweight features in future Unity updates, and it should have been available for me to use sooner!
Hi, I understand your disappointment. I share it too. Moreover, many people have worked on this feature for a long time and would love nothing more than to see it available for all to use.
The feature is designed to be opt-in on the importer. From the surface this feature will look like a simple addition. Which you choose to use (and disable if it does not produce satisfactory results). However, under the hood the feature cuts deeper into some areas of the engine - this has some inherit risk to it.
Testing and early feedback is extremely important to a features success. We do our best to collect the right feedback at the correct time. The moment we land public API in the engine we are committed to the API and its behavior. Which in turn can limit our ability to make adjustments on provided feedback.
Deciding when to release a feature is seldom straightforward, we try our best to get this right. The points mentioned are only some of the factors - more were considered. And to close, we are as eager as you are to get this feature out there.
Hi everyone,
I’m excited to share that Mesh LOD will be available to try out in Unity 6000.2.0a7 alpha! Please bear with us a a little longer as we wait for a7 to become available in the Hub. In the meantime, you can explore the updated LOD manual documentation for a preview of what’s to come.
When the release is live, feel free to share your questions in new threads. Any bugs you encounter can be reported directly through the Unity bug reporter. To help keep discussions on track, we kindly ask that you hold off on questions until the a7 version is available.
Thank you for your patience! ![]()
Will it be possible to use custom LODs already present in the imported mesh and those LODs will become “native” MeshLOD data ?
I’m reading documentation and there are some clear limitations like vertex normals or UVs being distorted by such generator. Having an optional scenario like “simple” check box - “use LODs as MeshLOD” with custom LODs taken as MeshLOD would mitigate most or all of them.
from the way it seems to work doing this would be inefficient, the old LOD system is still there to use for this case. The way it’s setup is to be very performant.
Instead of generating each LOD during the import, already made LODs could be used as MeshLODs. This way part of the pipeline could be bypassed and custom data can be used.
The end the result would be the same from performance point of view.
If such option is turned off, existing LODs can be ignored and MeshLOds can be made ooor, custom LODs can be use as regular renderer per LOD.
My idea is to make possible to bypass potential issues mentioned in the documentation.
Hard surface assets might suffer becaus of it as vertex normal direction might be the biggers quality offender for LOD1 and 2.
Sometimes human input even if it is manual one can make stuff better than any auto solution ![]()
This feature is looking amazing, love that it doesn’t require child game-objects, would be great to have such option with old LODGroup!
Can we have Mesh LOD Threshold from Quality settings as additional option on MeshRenderer?
Very interesting,
Does it support smooth transition blending?
And it how would it work with imposters?
and it seems to me it would be good to have an option to ignore LODs that are found already on the mesh.
because sometimes the LOD from some assets store packages might not be that good.
Did you guys add the ability to use lower detail MeshLODs for ShadowCasters? This is a huge performance savings we do in every game we’ve shipped using Unity.
I think they said it supported LOD cross blending with GPU RD
I don’t think imposters would be supported looking at the docs
I think you mix up prefabs and meshes. LODGroups use multiple meshes, so just use LOD0 for the MeshLOD
Hi, please be patient a little longer. I kindly ask everyone to hold off with discussions until Mesh LOD is public. Once a7 comes out we will have a forum post to ask questions and discuss the feature. We will take the time to answer questions there.
Any features that are missing can be filed directly as feature request. When doing so it helps a great deal if you also describe your desired outcome.
Will MeshLOD be enabled by default? I would add a huge pop-up during the update to warn people about the new feature. 90% of users don’t follow updates and learn about new features too late.
MeshLOD should be enabled by default because it massively reduces the number of triangles (and probably benefits shadow cascades/point shadows).
The staff just asked people to be patient and you immediately asked a pointless question lol
Unity has never yelled about a feature in editor no matter how big it is, when they added Ray Tracing and DLSS to HDRP they didn’t show a big pop up saying hey your games will look better now check out our RT implementation… Unity never did that ever and probably never will, it’s up to the developer to look for what they want, not unity to tell them what they think they want.
I get that you’re happy about MeshLOD but be patient and listen to the staff a little bit, a similar thing happened in a discussion about CoreCLR, people were overly excited and couldn’t shut up and the staff closed the discussion.
Is this your first time opening Unity?
Ray tracing, like any new feature that reduces FPS, is always disabled by default.
New optimizations such as Incremental GC, GPU Skinned Mesh Rendering, Jobs Particle System, VR Instancing, SRP Batcher, etc., are enabled by default.
The developers didn’t include it in the package manager for a reason.