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Lod, batching and culling questions and best practices

Discussion in 'World Building' started by Misscelan, Dec 18, 2021.

  1. Misscelan

    Misscelan

    Joined:
    Mar 8, 2013
    Posts:
    176
    Hi,

    I have this scene which has a pretty large amount of LOD Group objects, I see this is already taking a toll Culling them by looking at the profiler (LOD.ComputeLOD). I would like to add even more LOD Group objects and maybe even more levels inside each but I have some questions:
    • When an object inside a LODGroup is batched, the culling happens before the mesh is batched or after?
    • I assume the LOD.ComputeLOD inside the profiler refers only to the culling process, is there a reference in the profiler for the toll it takes having multiple levels inside each (I'm having 3 and thinking about having 5)? or this neglectable?
    • If you want to include impostors as your last level are there any best practices when combining them with Unity LOD Group?
    Thanks!