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Discussion LOD mesh streaming

Discussion in 'World Building' started by sewy, Nov 11, 2022.

  1. sewy


    Oct 11, 2015

    • Per scene AssetBundle.
    • Only one scene is loaded at the time (no additive loading).
    • Static combined chunks with LODGroup - I combine them at build time to avoid CPU batching overhead for hundrets of small objects => every chunk is 50x50 m, 3 LODs = lots of memory if everything is loaded.
    I am looking for a way to load/unload unused LODs on the fly to release some GPU memory eg. Mesh Streaming. It has to be async to avoid spikes (so Resources.UnloadUnusedAssets is out of way). I would prefer to keep one AssetBundle per scene.

    Anyone tries to tackle this evil problem?