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); }
using UnityEngine; using System.Collections; public class ExampleClass : 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 public class ExampleClass(MonoBehaviour): public group as LODGroup def Start() as void: 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() as void: 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)