Comments (2)
Unfortunately, this is by design as it was necessary for HLOD processing to avoid having to use up layers or tags to differentiate LOD0s from other LODs. It also allows for getting to a parent LOD (i.e. LOD0 from LOD1) simply by walking the hierarchy even without a LODGroup being present or having to access a LODGroup, which is used in HLOD generation. We also didn't want to have to introduce yet another component to keep track of LODs on an object separate from the LODGroup. You're welcome to propose an alternative solution in a pull request if you think you can mitigate these issues and still maintain the current functionality. As of now, I won't have the bandwidth to make such a sweeping change to the system.
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In the other thread you mentioned that lodgroup should be auto assigned after reimport, once I get it working that will take care of that.
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Related Issues (20)
- Is there any per-LOD settings? HOT 4
- When creating LODs for prefab, create LODs asset next to mesh HOT 1
- Instructions missing / doesn't work HOT 2
- LODData doesn't consistently serialize Mesh data HOT 4
- Fade options do not seem to work. HOT 2
- Is AutoLOD still a thing? Is there a Unity registry to use in the Package Manager? HOT 3
- Lightmaps HOT 1
- Add support for Simplygon 9
- Any way to disable all the automatic stuff?
- Automatically generated LODs don't seem to work for more than one user. HOT 11
- AutoLOD breaks the asset importer when creating a scene via C# HOT 7
- SimplygonMeshSimplifier generate error! HOT 2
- Disable "Generate on Import" by default HOT 1
- Slow startup performance can be improved with TypeCache
- CS0618: [PreferenceItem] is obsolete (AutoLOD.cs)
- After Unity upgrade it broke all prefabs
- The "Options" is Disabled? HOT 1
- Blend shape weight must be greater than previous frame weight HOT 2
- autoLOD is aids HOT 3
- nukes LOD0 mesh on prefab save
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