LOD Group is always starting with LOD1

Actually I have a correctly prepared fbx file with 2 meshes inside. Both meshes are named XXX(underscore)LOD0 and XXX(underscore)LOD1. I guess, I’ve done it correctly because Unity sets up an LOD group automatically and everthing looks fine in the inspector. BUT, in the viewport the display of the object is always starting with LOD1 even when the camera distance is within LOD0 range. The blending of other LODs is working, e.g. LOD2 and 3 but it does not help me when the closest detail doesn’t work.

I could set up an empty LOD0 mesh, put the most detailed mesh into LOD1 instead and change the LOD1 distance to 100% but I think, this is not the way, how it should work.

Since the meshes are kind of simple, I don’t expect any issues caused by the geometry itself. The LOD0 mesh itself is being displayed correctly as expected.

It’s possible your LOD0 is hiding

I had the same problem until I dragged the left side of LOD1 and discovered the missing 0 behind it!!

[26425-unity+hidden+lod0.jpg|26425]