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One of the features of AutoLOD is to keep the editor running responsively, so it’s possible to set the max execution time for coroutines that run. AutLOD will spawn LOD generators on separate threads, however, some generators may require main thread usage for accessing non thread-safe Unity data structures and classes.
All simplifiers (IMeshSimplifier) and batchers (IBatcher) are enumerated and provided here for selection. By allowing for multiple implementations, different approaches can be compared.
Controls the depth of the generated LOD chain.
In the case where non realtime-ready assets are brought into Unity these would normally perform poorly. Being able to set a max poly count for LOD0 allows even the largest of meshes to import with performance-minded defaults.
Controls whether automatic LOD generation will happen on import. Even if this option is disabled it is still possible to generate LOD chains individually on individual files.
Enable Hierarchical LOD (HLOD) support for scenes, which will automatically generate and stay updated in the background.
This will display the bounds visually of the bounding volume hierarchy (currently an Octree)