What would be the best way to add mesh LOD levels when using the mecanim system. I have tried setting up two avatars, one for each mesh detail and added them both to a LODgroup, it works but I think that there is probably a more effiecent way…
I’m also curious if anyone have found a solution to affect bone count on far away characters?
I’m surprised no ones answered this. As far as I can tell, mecanim doesn’t support this, which is a bit of an oversight when you take into account, say, facial animation. According to the implementations of the Source Engine and Cryengine, Mecanim ought to support meshes with “missing” bones, but right now it starts yelling at you in the editor. Common skeleton LOD levels include removal of face bones (all head verts become weighted to the head bone), and removal of finger bones (all finger verts become weighted to the hand bones).
Unity: make mecanim not bitch about missing bone transforms
Mecanim doesn’t touch your meshes at all - it only sets bone positions. So having multiple SkinnedMeshRenderers bound to the same bones, turning one off and another on, should work fine. This will let you reduce the vertex/polygon count of your characters at distance.
Sorry for joining this conversation so late but I have a related question… When I add LOD to my characters and animate the character using ApplyRootMotion, my character happily runs around the scene but the LODGroup remains in place with the camera. As such, the LOD2 model is ALWAYS visible because that is the one the camera is reporting…
LOD is not taking place…
How do I make my characters have working LOD with a static camera??? Am I forced to not use use Root Motion? Is that the only way?