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Faulty LOD Group bounds

Discussion in 'General Graphics' started by thebarryman, Jul 9, 2020.

  1. thebarryman

    thebarryman

    Joined:
    Nov 22, 2012
    Posts:
    130
    Hello everybody,

    Does anyone know why LOD Groups sometimes generate faulty bounds? Here's an example, where the bounds it comes up with doesn't cover the entire mesh. The mesh is pretty large so I want to have it LOD out very quickly (view percentage = .95) but this has the effect of making it so even when you have your nose right up against the bottom of the mesh, it doesn't go to full LOD.

    It's easy enough to work around by artificially reducing the transition width settings individually, but it's a procedural asset so I'd rather not tweak these for each generated asset. (And before you ask, I do call RecalculateBounds() on all generated meshes ;) )
     

    Attached Files:

    Last edited: Jul 10, 2020
  2. thebarryman

    thebarryman

    Joined:
    Nov 22, 2012
    Posts:
    130
    Here are the mesh bounds - they seem accurate
    MeshBounds.png MoreMeshBounds.png

    More views of faulty LOD Group bounds
    AnotherWeirdOne.png AndAnother.png