I’ve gotten it to work by applying it to individual models but this is very tedious.
Is there a way to apply it to all the models in the scene?
I’ve gotten it to work by applying it to individual models but this is very tedious.
Is there a way to apply it to all the models in the scene?
Yes. I second that!
There is now way right now with the default unity behavior.
I was thinking to make script to run through all the meshes of the imported scene and apply the lod groups through it.
From the documentation.
LOD-based naming conventions in the asset import pipeline
In order to simplify setup of LODs, Unity has a naming convention for models that are being imported.
Simply create your meshes in your modelling tool with names ending with _LOD0, _LOD1, _LOD2, etc., and the LOD group with appropriate settings will be created for you.
Note that the convention assumes that the LOD 0 is the highest resolution model.
Yes ok, we understand that.
Here is an example.
I have an archaeological reconstruction project, where I have more then 500 columns. I am creating the scene in a modeling package and I dont want to place the columns in unity. I have for each column 3 lod models wich follow unity’s naming convention.
When I import the scene in unity only one lod group is created and treats all the columns as one lod group which is not useful at all because the columns spread all over the scene. I want each column to have it’s own lod group. It is impossible to do this right now.
I would have to import the lod group of one column and then clone it in unity which is a no go.
Or I can use my own naming convention and write a script that creates the lod groups in the editor.
Here a screenshot:
Elias if they are instanced in max doesn’t it treat the columns like instances in Unity?
koyima, yes unity can see the instances of the meshes, but again only one LodGroup is created for the different columns.
See another screenshot:
