Well it might be giving me a little trouble right now :), But i have heard a lot of good things about it. And Unity really needs a tool like this. SO I hope you choose to go the open source route.
This looks very nice, but I have a question: Can I use this (the Mac/Pro version) if I want to build a Windows standalone? Or do I have to build a Windows standalone with a Windows version of Unity?
you can build it on the mac side, should work without a problem. (already did so with unity 2.1 and earlier where only mac editors existed)
you potentially just can’t test it in the editor any longer at all and get errors when you try to test run it with it present unless you have an appropriate mac plugin present
You can build from any platform targeting any platform Unity supports.
The only difference between Windows and Mac, is the mesh simplification plugin, and that is only used as a tool to help you build your scene, and never in the actual published game.
You could buy some old windows and run it as a virtual machine, then simplify meshes on windows and transfer them to a Mac machine. That would work fine.
I got it up and running. I think my path length was the issue earlier. As soon as I moved it it work fine. Sometimes its a little quirky on building items like the prefabs But all in all, pretty darn amazing.
I was wonder how I could generate an empty mesh node so I could have an object vanish instead of having a low Resolution mesh.
Also on your videos you talk about how you can easily use this for Progress bars while loading scenes. Ciuld you explain that a little?
I have never intended it to be used on iphone(and as you can notice from the OP, it was never tested outside Windows), since it is generally mostly useful for large open-world games. But I don’t see why it couldn’t be used on iphone. You’ll maybe need some source code changes but it should work, as the runtime component is pretty simple.
Thanks of informing me, and others. It sounds weird to me that the new editor functions aren’t supported, as they are, after all, only editor related. I hope this changes soon as this will likely cause most problems with UniLOD.
On the other hand, UniLOD supports async and sync bundle loading, as well as resource loading, so I think you should be able adjust that part without major changes.
But you’ve got the source code, and important part is there, no matter what you’ve developing for. Feel free to contact me for any questions relating modifications.
I would also be very happy to hear from someone who has used UniLOD in their app.
Cool, I was searching around for a LOD manager… I only need mostly something that will kick off objects after some distance, but maybe I’ll use also some other function.
Somebody at Unity should take care a bit of the Wiki and put in there precious and well done resources like these.