Name | Description |
---|---|
scriptingLODs | the LODs to use for this group |
Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup
// Programmatically create a LOD group and add LOD levels.
// Create a GUI that allows for forcing a specific LOD level.
var group : LODGroup;
// Use this for initialization
function Start ()
{
group = gameObject.AddComponent(LODGroup);
// Add 4 LOD levels
var lods = new LOD[4];
for (var i = 0; i < 4; i++)
{
var primType = PrimitiveType.Cube;
switch (i)
{
case 1:
primType = PrimitiveType.Capsule;
break;
case 2:
primType = PrimitiveType.Sphere;
break;
case 3:
primType = PrimitiveType.Cylinder;
break;
}
var go = GameObject.CreatePrimitive(primType);
go.transform.parent = gameObject.transform;
var renderers = new Renderer[1];
renderers[0] = go.renderer;
lods[i] = LOD (1.0 / (i+1), renderers);
}
group.SetLODS(lods);
group.RecalculateBounds ();
}
function OnGUI()
{
if (GUILayout.Button ("Enable / Disable"))
group.enabled = !group.enabled;
if (GUILayout.Button ("Default"))
group.ForceLOD (-1);
if (GUILayout.Button ("Force 0"))
group.ForceLOD (0);
if (GUILayout.Button ("Force 1"))
group.ForceLOD (1);
if (GUILayout.Button ("Force 2"))
group.ForceLOD (2);
if (GUILayout.Button ("Force 3"))
group.ForceLOD (3);
if (GUILayout.Button ("Force 4"))
group.ForceLOD (4);
if (GUILayout.Button ("Force 5"))
group.ForceLOD (5);
if (GUILayout.Button ("Force 6"))
group.ForceLOD (6);
}