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Question by
create3dgames · Jun 24, 2013 at 09:29 PM ·
meshgraphicslod
Simple LOD script problem (switching mesh at runtime)
I have a simple LOD script and it's not working. The problem I'm having is: the script is telling the mesh filter to change the mesh to a variable from the Lod script and the mesh filter is not obeying. Well anyway here's the script:
public var mainCamera : Camera;
public var lowMesh : Mesh;
public var midMesh : Mesh;
public var highMesh : Mesh;
public var goneDistance : int = 500;
public var lod0distance : int = 10;
public var lod1distance : int = 20;
public var lod2distance : int = 30;
function Update () {
var distance = Vector3.Distance(mainCamera.transform.position, this.transform.position);
var mesh : Mesh = GetComponent(MeshFilter).sharedMesh;
if (distance > lod1distance)
{
print ("Distance is greater than lod 1 distance.");
if (midMesh)
{
mesh = midMesh;
print ("Switched to Mid Mesh");
}
}
if (distance > lod2distance)
{
if (lowMesh)
{
mesh = lowMesh;
print ("Switched to Low Mesh");
}
}
if (distance > goneDistance)
{
renderer.enabled = false;
}
else
{
renderer.enabled = true;
}
}
Here's what it looks like in the Inspector:
By the way, those variables with the values "head" are not all the same, they just have the same name.
And I am getting the messages, Switched to Mid Mesh and Switched to Low Mesh, etc. But the mesh is staying high poly. Any ideas? Thanks!
capture.jpg
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Best Answer
Answer by create3dgames · Jun 24, 2013 at 10:15 PM
Okay, I figured it out!
Instead of doing:
var mesh : Mesh = GetComponent(MeshFilter).sharedMesh;
and then
mesh = lowMesh;
now I am simply doing:
this.GetComponent(MeshFilter).sharedMesh = lowMesh;
And it works!