LODGroup.SetLODS

function SetLODS (scriptingLODs : LOD[]) : void

Parameters

NameDescription
scriptingLODs The LODs to use for this group.

Description

Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup.

JavaScript
    // 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);
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public LODGroup group;
void Start() {
group = gameObject.AddComponent<LODGroup>();
LOD[] lods = new LOD[4];
int i = 0;
while (i < 4) {
PrimitiveType primType = PrimitiveType.Cube;
i1 primType = PrimitiveType.Capsule;
2 primType = PrimitiveType.Sphere;
3 primType = PrimitiveType.Cylinder;
GameObject go = GameObject.CreatePrimitive(primType);
go.transform.parent = gameObject.transform;
Renderer[] renderers = new Renderer[1];
renderers[0] = go.renderer;
lods[i] = new LOD(1.0F / (i + 1), renderers);
i++;
}
group.SetLODS(lods);
group.RecalculateBounds();
}
void 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);

}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

public group as LODGroup

def Start():
group = gameObject.AddComponent[of LODGroup]()
lods as (LOD) = array[of LOD](4)
i as int = 0
while i < 4:
primType as PrimitiveType = PrimitiveType.Cube
UnityScript.Macros.Switch i:
case 1:
primType = PrimitiveType.Capsule
break
case 2:
primType = PrimitiveType.Sphere
break
case 3:
primType = PrimitiveType.Cylinder
break
go as GameObject = GameObject.CreatePrimitive(primType)
go.transform.parent = gameObject.transform
renderers as (Renderer) = array[of Renderer](1)
renderers[0] = go.renderer
lods[i] = LOD((1.0F / (i + 1)), renderers)
i++
group.SetLODS(lods)
group.RecalculateBounds()

def OnGUI():
if GUILayout.Button('Enable / Disable'):
group.enabled = (not 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)