Currently having a lot of issues creating LOD groups, though I’m pretty sure it’s through my own stupidity. Here’s what I’ve been doing so far:
Creating an Empty Game Component.
Adding LOD Group from the Rendering menu.
Adding two models, one high-detail and one low-detail.
Removed the LOD: 2 section, as this was not needed.
Even when re-parenting, the models do not appear in view. In fact regardless of the distance of the camera they appear to be ‘culled’. Anybody know what I’m missing? I assume it’s something really obvious…
Same issue her, seems to not work as intended at all?
The LOD group view in the inspector shows the correct values but the actual LOD group GameObject wont show correctly.
LOD1 shows when camera is around 1dm from the object and it fills 100% of the entire screen according to the inspector values : /
Edt: Solved it, my problem was quite easy, i just missed that i need to have quality setting to “Good” to get a match between the inspector and the game/scene window, lower quality will change bias value making things switch faster : )
Edt: Solved it, my problem was quite easy, i just missed that i need to have quality setting to “Good” to get a match between the inspector and the game/scene window
Thanks virror… A few years later, your advice helped.
Lod groups are always culling, even though the camera icon displays the distance properly in the inspector and also the renderer preview window below displays the containing lod stages properly.
But the scene or game view are always culled, regardless of distance or any other settings.
I am using only one (my own) quality setting that has a lod bias of 1 and a max lod level of 3
I tried it first via the automatic detection of unity by the _LOD0 mesh names, then by the same steps as the op.
Creating empty
adding lod group
creating child cube and child sphere
sphere dragged in lod0
cube dragged in lod1
as soon as they are assigned a lod slot, the meshes are culled in both scene and game views.
Oh my god. It seems I found a “solution”. I had to set the max lod level to 0.
This makes no logical sense, as “maximum lod level” translates (in my brain at least) to the maximum lod levels that should be used overall, Lod level 0 being only the high poly…
So why is the default setting 4? It makes no sense to have a default setting for a feature that disregards all effects of that feature.
Whatever, I have stopped finding logic in Unity’s features a long time ago.
I hope this helps anyone who stumbles across this.
If I zoom out than the camera icon not change the end position on the slider and if I click on them than it disappears immediately and the editor camera zoom into the origo not showing the mesh… total broken.
LODs not showing up was happening to me withing ONE prefab a while back, really had no obvious reason why. But after long investigating and comparing everything to other objects that were working, i noticed that the mesh renderers for the LODs magically got unchecked for some reason unclear or intentional.