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.