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Question by mgc90403 · Jun 25, 2015 at 12:32 AM · culling

How do I assign the cull threshold on LODGroup in C#?

I'm generating lots of gameObjects with LODGroups procedurally. I'm able to populate renderers into the LODGroup, and to define the screen space which causes a switch from LOD0 to LOD1 etc. But I'm unable to set the cull threshold. It seems to always want to be at 2%.
I need to be able to do this in C#, and not manually per object.

Anyone familiar with the syntax to adjust the cull in LODGroup? Thanks either way.

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avatar image mitaywalle · Jun 27, 2016 at 01:59 PM -1
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bump.......

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Answer by GXMark · Sep 06, 2018 at 12:08 AM

there is a unity bug using new LOD(screenRelHeight, Renderers)

use fields manually

 Renderer[] renOne = new Renderer[1];
     Renderer[] renTwo = new Renderer[1];
     Renderer[] renThree = new Renderer[1];
 
     renOne[0] = lod0.gameObject.GetComponent<MeshRenderer>();
     renTwo[0] = lod1.gameObject.GetComponent<MeshRenderer>();
     renThree[0] = lod2.gameObject.GetComponent<MeshRenderer>();
     
     LODGroup lodgroup = gameObject.GetComponent<LODGroup>();

     LOD[] lods = new LOD[3];
     lods[0].screenRelativeTransitionHeight = 0.8f;
     lods[0].renderers = renOne;
     lods[1].screenRelativeTransitionHeight = 0.5f;
     lods[1].renderers = renTwo;
     lods[2].screenRelativeTransitionHeight = 0.2f;
     lods[2].renderers = renThree;
     lodgroup.SetLODs(lods);
     lodgroup.RecalculateBounds();
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Answer by mgc90403 · Jun 27, 2016 at 03:12 PM

Wow - reply to a year old question...

The issue was that I mistook the "cull" LOD for a separate component that required a manual assignment, when in fact, all I had to do was to specify the screenRelativeTransitionHeight value on the lowest LOD to zero. This meant that the lowest-level LOD would be in effect until screen-scale zero, and so no cull would ever be necessary.

For instance: Renderer[] renOne = new Renderer[1]; Renderer[] renTwo = new Renderer[1]; Renderer[] renThree = new Renderer[1]; Renderer[] renFour = new Renderer[1]; renOne[0] = child.Find (child.name+"LOD0").gameObject.GetComponent(); renTwo[0] = child.Find (child.name+"LOD1").gameObject.GetComponent(); renThree[0] = child.Find (child.name+"LOD2").gameObject.GetComponent(); renFour[0] = child.Find (child.name+"LOD3").gameObject.GetComponent(); child.GetOrAddComponent(); LOD[] lods = new LOD[4]; lods[0] = new LOD(.3f, renOne); lods[1] = new LOD(.08f,renTwo); lods[2] = new LOD(.04f,renThree); lods[3] = new LOD(.0f,renFour); child.GetComponent().SetLODs(lods); child.GetComponent().RecalculateBounds();

The operative code in this example is the third line from the bottom: lods[3] = new LOD (.0f,renFour);
the screenRelativeTransitionHeight of .0f means the cull group is never used, because lods[3] covers .04f >> .0f

(Lest it's not obvious, I'm aware of the function of quality settings ;) Thanks tho.)

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