Hi Nathaniel, We've just updated to your latest version of MCS. We've done this primarily for the fix for the game hanging about 1 in 5 times when combining meshes - which I hope is fixed. The changes introduced in this version cause some issues for us, primarily the change to how LodGroups are handled. Previously it was possible to have one LodGroup, with items in that LodGroup that either matched or didn't match the combining criteria. For example, we have a single LodGroup that contains some items that are to be combined, some that aren't, and some get combined by a different MCS instance that has different output settings (shadows etc). This all worked fine in the previous version (baring the bug I reported to you via email, which is resolved in this update). In this update, the system has been changed so that now the LodGroup is the thing that has to match the search criteria, rather than the renderers themselves. This means that in our situation, MCS ignores our LodGroup (it doesn't match) but applies itself to the renderers inside the LodGroup. This has the nasty effect of both breaking LODing, and combing together meshes from multiple LOD levels, leading to nasty texture fighting (and many extra triangles being rendered). I believe I've fixed this for our use case by: Removing this condition from ValidObject: Code (CSharp): if (objectType != ObjectType.LodRenderer) along with the block starting: Code (CSharp): if (objectType != ObjectType.LodGroup) And changing this line in AddLodGroups: Code (CSharp): if (ValidObject(lodGroup.transform, ObjectType.LodGroup, useSearchOptions, ref cachedGODummy) != 1) continue; to: Code (CSharp): if (searchOptions.onlyActive && !lodGroup.gameObject.activeInHierarchy) continue; This approximately changes the system to work as it worked before - and this works for us. I do think this behaviour makes more sense, as otherwise you have to create a LodGroup for each search criteria you want to have. Certainly if you're going to ignore a LodGroup based on search criteria you should also ignore any renderers that it affects or you'll get very undesirable results.