I have created a model with Blender that is composed by different static objects. Some of these objects need to have LOD because of high number of polygons. To simplify my case, I have created a simple model to show you. It is an fbx (created with Blender, as I said) that has the following tree when a prefab is created importing it:
ModelExample
Cylinder
Cylinder_LOD0
Cylinder_LOD1
Sphere
Sphere_LOD0
Sphere_LOD1
The problem is that Unity, automatically creates a LOD Group for “ModelExample” and it is working for the whole model at same time. If camera is close to ModelExample then Cylinder_LOD0 and Sphere_LOD0 are showed, and when the camera is far to ModelExample, Cylinder_LOD1 and Sphere_LOD1 are showed, both at same time.
I can solve the problem manually removing LOD Group from ModelExample and I creating one LOD Group for Cylinder and another for Sphere, adding manually also meshes LOD0 and LOD1 for each level.
For this simple model is not a problem to do it manullay, but it is annoying in a model with a lot of objects that need to have LOD.
Is there any way to do it automatically? Maybe I’m missing some nomenclature, project option or an option when I exported the model from Blender, but I was searching for a solution and I don’t find anything.
I basically gave up on the entire concept. For my building I just exported some door prefabs for instance and manually place them all over in the editor. It’s very annoying having to basically do the work twice, but otherwise anything I try and create gets ruined on import.
That’s great, so far I’ve exported to (many) individual .fbx files in Blender. So I step through all the objects in the Blender scene, make low-poly copies of them, name them and export them right away. But when there are too many objects… Your solution is elegant!