LODGroup.SetLODs

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Declaration

public void SetLODs(LOD[] lods);

Parameters

Parameter Description
lods 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.

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 + 2), 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); } }

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