Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Hamesh81 · Apr 23, 2013 at 06:31 AM · animationdynamiclodskinned

Workflow for dynamic object Level of Detail (LOD)

I understand the concept of level of detail for static meshes; when the player is further away the triangle count/number of materials can be reduced since less detail is visible anyway. What I am wondering is how does the concept of LOD's apply to "dynamic objects" i.e. objects that are animated or changed via script. I have 2 specific examples which I'd like clarification on:

1) Animated skinned mesh - My player model is 2 separate (low and medium poly), rigged meshes parented into 1 gameobject. I plan to use the lower LOD for the player model during multiplayer situations, so if I see another player far away I will only see the low poly version. My question is this, how do I keep the two models (low poly & medium poly) consistent in their behaviour. For example, I understand that for scripts I could apply logic to the entire prefab the two LOD's are parented to, and so both LODs would be effected in the same way. But for animations I have to send logic to each LOD separately since both have a separate animation component. Is there any specific way I can ensure that both LODs are playing animations consistently so that every player prefab looks the same to other players whether they are close or far away to it.

2) Scripted prefab - I have a prefab of a destructible object which breaks at runtime based on certain conditions. This prefab also has 2 LODs. Again, is there a specific workflow I need to use to ensure that both LODs react consistently to scripts. For example, if I am far away and shoot at the low LOD how should I ensure that if the low LOD is broken, that when I get up close the medium LOD will be broken already as well?

Currently the only solution I can think of is to have both LODs parented to the same gameobject, but with each LOD on a different layer. That way either LOD can get culled by the camera based on distance, but the prefab is still one object for script purposes.

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Rakeshchatra · Aug 09, 2013 at 08:17 AM 0
Share

I am too looking for the same answer but not getting it experienced ones come out with the answer for this...

avatar image konsnos · Apr 23, 2014 at 01:16 PM 0
Share

Same question here. Haven't found a solution yet.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

13 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Can I make animations snap to a frame? 1 Answer

Dynamic Mesh Emitter 1 Answer

[Unity 4.3] Skinned legacy animations do not work 1 Answer

Animated Mesh LOD 1 Answer

How do I create animated LOD characters? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges