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LOD, my object is not culling!!

Discussion in 'General Graphics' started by PauloPedullo, Sep 27, 2018.

  1. PauloPedullo

    PauloPedullo

    Joined:
    Jul 23, 2018
    Posts:
    16
    Hi everyone,

    I am trying to use LOD group in my gameobjects, some objects i just want to culled in certain distance, but what ever the porcentage I choose for culled in the lod group, my object stay visible in scene or game view

    do you guys know what this may be? upload_2018-9-27_13-21-40.png upload_2018-9-27_13-23-18.png
     
  2. LennartJohansen

    LennartJohansen

    Joined:
    Dec 1, 2014
    Posts:
    2,353
    Do you have the LODGroup component on the same gameobject? The gameobject with the LOD models should be child objects of the LODGroup and assigned to the component. This way it can turn on and off the objects as needed.
     
  3. PauloPedullo

    PauloPedullo

    Joined:
    Jul 23, 2018
    Posts:
    16
    thanks for the reply, well i changed it here, but still not working, i am putting print screens of what i did here.

    Father selected:
    upload_2018-9-27_15-10-42.png

    Child selected: upload_2018-9-27_15-11-42.png
     
  4. PunhoNinja

    PunhoNinja

    Joined:
    Aug 30, 2017
    Posts:
    18
    The lack of support on these forums is killing me.
     
  5. xVergilx

    xVergilx

    Joined:
    Dec 22, 2014
    Posts:
    2,157
    Have you assigned the actual renderers in the LOD group?

    (Click on "Culled" section of the lod bar, check it there)
    If not, make sure to recalculate bounds afterwards.

    Edit: Just realized that this is a necropost. Reeeee
     
    Last edited: Jan 15, 2019
    JjSilva and joshcamas like this.
  6. PunhoNinja

    PunhoNinja

    Joined:
    Aug 30, 2017
    Posts:
    18
    A necro post, where you actually answered the question and helped me massively, and im sure many people who hit this old ass post from the search engines, good man :)
     
    a436t4ataf likes this.
  7. a436t4ataf

    a436t4ataf

    Joined:
    May 19, 2013
    Posts:
    424
    ...and still useful 1 year later.

    Don't knock the necropost!

    (at least: not until Unity engineers get better at documenting their code...)
     
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