Hi all I was wondering about the U3D lod system. It is embedded as a component in each gameobject having lods but as any component it has a runtime cost. For example, on a mesh with quite simple shader ( sun-lit with bump and mix of 2 textures ) that has 2500 triangles, is the LODgroup worth for gaining say 15% of triangles ? Of course, the render will be faster but won't this gain of time be eaten by LOD handling ? And as a last question, what about performance when you have 300 gameobjects in scene, each of them having a LOD system ? Thanks in advance for your answers and happy unitying !
Make a development build for the actual hardware you care about, fire up the profiler (Window -> Analysis -> Profiler), and see for yourself!
I posted here for having users or devs experience/advice for guiding my choices instead of wasting time at reinventing the wheel^^