Hi all
I’m developing a game in which the terrain is a big sphere (as a planet, but not so huge). The player is standing in its surface.
In order to be geometrically detailed enough, I’ve decided to divide the sphere in some patches. Each patch is composed of triangles and is seen by Unity as a single mesh. I illustrate it in the following image (there is not height variation for explanation purpose).
Now, I would like to combine both LOD and occlusion culling techniques : some patches are desactivated if they are not visible by the player, and each visible patch use the corresponding LOD to optimize the number of triangle.
I made some tests with occlusion culling (without LOD), it’s working pretty well.
However, I don’t know if I can combine it with LOD Group and, if so, how to visualize it (there is a visualisation for the occlusion culling, an other one for the LOD, but none of them show the combinaison of the two techniques).
Is there a way to do this kind of things, and to visualize/debug it ?
A also would like to know how to organize my LOD.
Here is how my meshes are exported by ZBrush :
If I use an empty object with LOD Group script attached to it, and each Sphere_LODx as children, does the LOD works for each individual patch (Activated patches do not necessary belong to the same mesh. Ex : patch1 is the one of Sphere_LOD0, whereas patch2 and patch3 belong to Sphere_LOD2) ? Or does it considers only each Sphere_LODx ? Here is what I would like to get (without the occlusion culling) : the patch near the player is more detailed than the ones far from him.
Brett


