Hey guys so i’m inventing my own little terrain system that uses a massive mesh, slices it up in maya into many many small peices, then LOD’s each one, and respects unity’s LOD naming convention. This then gets exported as an FBX into Unity, where a tool pieces together the 80 or so slices into one coherent prefab.
The issue im having is when i change the LOD bias, i can tweak the performance of this perfectly, however the fact that at 1% the object is always culled gets very magnified when the lod bias is at say, .1 %. I could by hand simply go in and move the last lod to cover the culling distance, but this is very tedious. i could probably write a tool to do it aswell. but BEFORE i do that, i was just wondering:
is there no way of telling unity, “dont ever cull my lod, just have it stay at the lowest level” ?
everything works so well right now, minus that the objects get culled
and since we like videos, heres what im talking about (it runs suuuper fast, quicktime just killed the framerate)