LOD Group Creation at Runtime: No LOD0

I’m “refreshing” an LOD group component at runtime using the following code:

LODGroup lodGroup = GetComponent<LODGroup>();
if( lodGroup != null ) {
	List<Renderer> renderers = new List<Renderer>( GetComponentsInChildren<Renderer>() );
	LOD[] lods = new LOD[3];
	lods[0] = new LOD(1f, new Renderer[0]);
	lods[1] = new LOD(0.25f, renderers.FindAll((obj)=>{return obj.name.Contains("LOD0");}).ToArray());
	lods[2] = new LOD(0.01f, renderers.FindAll((obj)=>{return obj.name.Contains("LOD1");}).ToArray());
	lodGroup.SetLODS( lods );
	lodGroup.RecalculateBounds();
}

Unfortunately, I may be confused about the format of the SetLODS argument, since this code creates LOD1, LOD2, and Culled, with no LOD0. This results in my character disappearing when the camera gets too close to him. Is there any way to access/edit LOD0?

Did you find a fix for this, I am having the same problem no matter what I do LOD 0 is not setup correctly, its there but LOD 1 covers it up and I have to drag the sliders about in the inspector, the SetLods method just seems to be broken.

Same issue here. Programmatic creation of LODs is useless because of this.

Sounds like a Unity bug. If you need a solution quickly, you I just added LOD support to SECTR VIS, and it does support programmatic LOD creation.