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LODGroup.SetLODS

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public function SetLODS(scriptingLODs: LOD[]): void;

Parameters

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.

	// 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); }