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LOD Group on Runtime worse performance than Preset
So I have 700 models with a 4-Step LOD Group assigned to them, each model contains 4 GameObjects with a MeshRender and Filter and they are each named Model_LOD0, MODEL_LOD1, and so on. The Mesh Renderers are not assigned to the LOD Group. To do that I use one of this two methods:
When the LOD Group is manually configured before Runtime (By manually assigning each Renderer from the Editor), I get 115 to 120 FPS.
When I configure the LOD Group via Script during Runtime I get 50-55 FPS. (Which is less FPS than having no LOD Group at all for some reason). The Script only assigns the Mesh and Material to the MeshRenderers/Filters, and then it assigns the Renderers to the LOD Group.
Both LOD Group values are Identical and they both behave exactly the same. But there's a 50 FPS difference. The only real difference that I can tell is that the materials of the "from Script" LOD Group have a "(Instance)" text next to their names.
I want to always configure the LOD Group from Script, so I'm kinda stuck right now. And I can't find any mention of this online.
The Scene is empty with no other scripts or models around.
Thanks for the help.
Answer by Ashanex · May 02, 2019 at 05:37 PM
Found the solution! One of the materials had GPU Skinning ON, which for some reason Unity didn't like. By turning it OFF I suddenly got back the 50 FPS missing,
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