I have characters with 3 LOD.
The problem is: if an animation is running when i change the lod the new actived mesh is not in the current position of the animation so there is a little of misalignment.
I don’t know if i explained the probleam in a clear way.
Do they all share a skeleton? If not then you’ll probably have to record the animation that was playing and how far the animation was through using animation[“soandso”].time, then just play the animation from there on the next one, if they are sharing the same skeleton I have no idea.
Well yeah, but if he’s saying that they share a skeleton yet somehow don’t match with the animations they’re doing, then all I can think of is that its something with the model.
If they have the same skeleton and use the same uv map, you should just be changing the mesh filter on a single mesh renderer, not hiding/enabling multiple meshes.