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Closelods | The LODs to use for this group. |
Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup.
#pragma strict public var group: LODGroup; function Start() { // Create a GUI that allows for forcing a specific LOD level. group = gameObject.AddComponent.<LODGroup>(); // Add 4 LOD levels var lods: LOD[] = new LOD[4]; for (var i: int = 0; i < 4; i++) { var primType: PrimitiveType = 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 = GameObject.CreatePrimitive(primType); go.transform.parent = gameObject.transform; var renderers: Renderer[] = new Renderer[1]; renderers[0] = go.GetComponent.<Renderer>(); lods[i] = new LOD(1.0F / (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() { // Programmatically create a LOD group and add LOD levels. // Create a GUI that allows for forcing a specific LOD level. group = gameObject.AddComponent<LODGroup>();
// Add 4 LOD levels LOD[] lods = new LOD[4]; for (int i = 0; i < 4; i++) { PrimitiveType primType = PrimitiveType.Cube; switch (i) { case 1: primType = PrimitiveType.Capsule; break; case 2: primType = PrimitiveType.Sphere; break; case 3: primType = PrimitiveType.Cylinder; break; } GameObject go = GameObject.CreatePrimitive(primType); go.transform.parent = gameObject.transform; Renderer[] renderers = new Renderer[1]; renderers[0] = go.GetComponent<Renderer>(); lods[i] = new LOD(1.0F / (i + 1), renderers); } 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); } }