I really appreciate the niche subjects you cover in your videos, that tool was released in 2018, and I've never heard of it. Thanks for the time and effort. :)
Hey, thank you very much for this video. This really helped me out. One thing that you touched on very quickly was the issue with parented (non skinned) objects in the bones hierarchy of a models. I was having the same issue and couldn't find any explanation besides your quick reference to always enable or do LODs separately. That ended up being the perfect fix but this might help someone else who gets stuck: Before adding/running the LOD script on the root of a character (where the animation controller is), you should add the script and run LOD creation on any parented sub objects, then run the generate script on the root. The script seems to be smart enough to now ignore the sub-object and everything animates perfectly
Insanely useful!!! I was about to start learning how to make them myself for assets I didn’t even make originally can’t wait for the hierarchal version! .
Great tutorial! This Hierarchical Level of Detail, I noticed it is a thing in Unreal Engine - then someone pointed out to me that Unity had their own implementation on their github. This library and the HIerarchical LOD sounds like such useful tools, it's a shame that they are pretty hard to find.
Great video! It's interesting to see the benefits and process behind automatic LOD generation. I didn't know they had this tool, but I must say that seeing the version set to 0.0.2 and Unity's blogpost saying "...serve as a testbed for continuing LOD research...", give me little confidence to use this XD XD. Might as well buy one LOD solution from the asset store that received regular updates.
I’m sure the overall experience will be better with an asset store solution or something like Simplygon or InstaLOD. So far this seems to be quite good as it relies on UnityMeshSimplifier for the actual simplification which is quite popular on GitHub: GitHub.com/Whinam/UnityMeshSimplifier which is on version 3.1 now (1.2k stars) The only concern I have there is the repo is up for adoption, so until some brave soul takes that over, there’s unlikely to be any further updates.
This is great. Didn't even know about this package. Does it preserve blendshapes on skinned meshes? I've noticed a few LOD generating tools don't bother trying to preserve the blendshapes on the generated LODs.
You know, I really thought in this video I customized the Half-Orc model some with blendshapes and I just didn't notice the LODs didn't carry that over. The current implementation from Unity does NOT assign blendshape weights from your model and is only generating based on the base model. The default UnityMeshSimplifier that it asks you to install DOES support that. I'm planning to dive deeper into what Unity has done and see if we can't get blendshapes working. I'll at least fork the Unity repo and post a link to the updated one if I get it working, just in case they are not accepting pull requests at this time.
Hello. You've created an excellent tutorial while bringing a highly enjoyable and practical asset to light! Do you know what settings are required for auto generating LOD's upon import of downloaded environment packages? Unity Menu > Settings ("Preferences") > AutoLOD > Generate on Import is checked, but no LODs are generated for package prefabs (or models).
Hello! I used this for a project and have been superhappy with it so far. Now I've noticed that in the build one of the objects I used it for looked weird, tried to recreate it in the editor and - what I saw was zFighting when disabling the LOD Group script :( I've never experienced this, does anyone know if this has something to do with autoLOD, how to fix it, and if not AutoLOD how to still fix it? ^^ tried searching for solutions but I haven't found anyone yet with the same problem! (LOD Group not working in build) Not only my polycount is now not getting reduced but is TRIPLED when there are just 3 meshes lying on top of each other constantly T____T Thanks! :)
The LODGroup controls the visibility of the meshes. You have to manage which mesh you want to show either yourself or with the LODGroip. If you just keep the LODGroup active you should be good, or you can simply choose a single, lower LOD to use as your main mesh
@@LlamAcademy Oh wait... I'm relatively new to Unity so forgive my ignorance... But is there a package for Unity that you have to use to install Git on it? I thought Git was just a reference to Github, and the URL just calls the Package location to unity?
@@LlamAcademy I just copied the git link into the "Add package from git URL" and it didn't work... I have now installed the GIT client, and still nothing. I have also tried manually installing it, by exporting the files to my PC and open the JSon file with my unity and it installed AutoLOD, but it wasn't able to install the MeshSimplifier
This is an editor tool, so it should not be included in your final build. Might be an issue with some stuff getting added to your build that shouldn't be