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Question by xxluky · Dec 12, 2016 at 04:35 PM · terrainbuild-error

Unity Terrain - can I control a Level of distance (LOD)?

Hello guys, I created a terrain using build-in tool in Unity. I set a pixel error to a higher number to lower the resolution. I set pixel error from 5 to 10. Everything seems fine until I zoom out the camera a little bit. I attache pictures so you can see what is happening. In the first picture the terrain is fine using MainCamera orthographic size 10. But when i zoom out the camera to the size of 40 and more, you can see what is happening on the second picture. Why is this heppening? Please help, I tried to play with the terrain and camera settings but no use.

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screen1.png (221.4 kB)
screen2.png (289.6 kB)
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avatar image tanoshimi · Dec 12, 2016 at 06:22 PM 0
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That just looks like the terrain working to me - the whole point is that it dynamically adjusts the mesh resolution the further that a point is from the camera. What if you set pixel error to 1?

avatar image xxluky tanoshimi · Dec 12, 2016 at 07:34 PM 0
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Hi, thank you for your response. If I set pixel error to 1 it gets smooth and I get a perfect lode but I need to optimalize this terrain for a mobile. With pixel error set to 1 I have 1$$anonymous$$ tris if I set to 10 I have 100$$anonymous$$ tris - big difference. It seems strange to me that when the camera gets further from the terrain it gets a bad quality. $$anonymous$$aybe you are right about dynamicall adjustments. Can anyone asure this or does anyone know the reason why is this happening?

avatar image tanoshimi xxluky · Dec 12, 2016 at 08:54 PM 0
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Like I said, that's how it's designed to work. It's trivial to test by setting your scene to wireframe mode and moving your camera around - the parts of the terrain mesh closest will have high vertex density, beco$$anonymous$$g less so with distance. That's the main benefit that the terrain component offers over a simple planar mesh.

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avatar image tanoshimi tanoshimi · Dec 14, 2016 at 12:55 PM 0
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LOD is Level Of Detail. It's normally used to refer to a set of high/low poly meshes, or complex/simple shaders that are swapped out at runtime to achieve a balance of quality -vs- detail.

The terrain mesh is dynamic to increase resolution or nearer sections but doesn't quite work the same as LOD - the only way you can control it is with the pixel error setting you have alreasy discovered.

avatar image xxluky tanoshimi · Dec 14, 2016 at 02:34 PM 0
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Well, Pixel error just improves the terrain mesh. The less the Pixel error is the more Tris are rendered. But it has nothing to do with LOD to me. I need to adjust the thresholds in LOD. For example I have two LOD levels. First one is the default, the second one is triggered when camera distance is about 100 meters away. I need to adjust the 100 meters parameter. For example I need to trigger the second level when camera is 150 meters away. Is it possible? Isn't this available in PRO version at least? Does anyone know?

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