[Released] SSB - LOD The first Screen Space Based LOD system on the Asset Store

Hey community,
I’m proud to announce that SSB LOD v1.0 got accepted on the Asset Store!

What is SSB - LOD?
SSB-LOD is a multithreaded, group based Level Of Detail system for Unity.
It comes with a custom inspector and supports “unlimited” LOD Groups.

What makes this different from other LOD systems?
The System calculates how much space a LOD group occupies on screen and based on this data it switches between different LOD groups. (like the build in pro only LOD)
All other solutions on the Asset Store working with distance and fail if you change you field of view! (e.g. Aim down sight in Shooter)

How much does it cost?
it is currently available on the Asset Store for 25$

custom Inspector:

Demo
Asset Store

If you have any questions feel to reply here or send me a PM!

have a nice day!
greetings from Germany, Ronny

Looking good , thumbs up.

Maybe a demo that actually shows some models that need LOD levels? If the FOV is high does it make the right decisions (or at least better than standard ones) when a real, complex, model is being used?

I’m not sure i get how this works, sometimes a model won’t take that much of a screen but still be pretty close and thus detailed and vice versa, can you think of use cases where i’d want model quality based on screen size? (As in distance i can get it because further away = smaller = less screen size, but here it also means partially occluded = less screen size, or is it raw screen size before occlusion? If so i can get the point).

thanks. und schöne Grüße nach Düsseldorf :slight_smile:

thanks for the suggestion. I will try to get this Asset some love in the near future (I’m a bit short in time atm) and will probably provide a better demo.

it schould. But in the end it depends on the Bounding boxes of the models in the LOD group

if you change your Field Of View, to get a zoomed in affect ( eg Aim dowm sights in a shooter ), than the distance between the camera and the model isn’t going to change and you would see a low detailed model even if it is big on your screen. Not so with my solution

yeah its raw size without any occlusion

I’m still confused…why not use distance based?
To me…screen space means it’s hard to easily coordinate lods. For example, if you want all LOD groups to switch from 2 to 3 at 50 meters. This would be hard to do with screen space, but very easy with distance.
Unless I’m just not grasping something with screen space LODs.

Why would you want all models to switch at the same distance? Dont really make any sense to be honest, with a screen space based system you can more easy decide when an object is small enough to not suffer from a LOD change. Just my opinion though : p