Skip to content

ShadowFactory/AutoLOD

 
 

Repository files navigation

AutoLOD

Automatic LOD generation + scene optimization - Initial release was on January 12, 2018 via blogpost

Experimental Status

It’s important to note that AutoLOD is an experimental feature. As such, there is no formal support (e.g. FogBugz, [email protected], Premium Support, etc.) offered, so please do not use these channels. Instead, post your questions, comments, suggestions, and issues here on GitHub.

As with anything experimental/preview/alpha/beta, it is always a good idea to make a backup of your project before using.

Experimental means this:

  • Namespaces, classes, software architecture, prefabs, etc. can change at any point. If you are writing your own tools, then you might need to update them as these things change.
  • There won’t always be an upgrade path from one release to the next, so you might need to fix things manually, which leads to the next point...
  • Stuff can and will break (!)
  • There’s no guarantee that this project will move out of experimental status within any specific timeframe.
  • As such, there is no guarantee that this will remain an actively supported project.

Features

  • LOD generation on model import with sensible defaults
  • Project-wide and per-model LOD import settings
  • Asynchronous, pluggable LOD generation framework
  • Hierarchical LOD support via SceneLOD

Useful classes (for your own projects, too!)

Evaluating

Unity 2017.3 or a later version is required

Git Dependencies

Cloning

  1. Create a new Unity project or use an existing one
  2. From the command line change directory to your project's Assets directory.
  3. Run git lfs clone --recursive https://github.com/Unity-Technologies/AutoLOD (Note HTTPS)

Updating

Because this project uses git-submodule, you'll need to execute git submodule update after pulling whenever a submodule is updated. You could execute this command always just to be safe or if you notice that a submodule is showing as modified after pulling changes.

Optionally, you could add a git hook for post-checkout or use a GUI (e.g. SourceTree) that does this automatically for you.

Project Settings

If you plan on making changes to AutoLOD and/or contributing back, then you'll need to set the Asset Serialization property under Edit->Project Settings->Editor to Force Text.

License

Unity Companion License (see LICENSE)

Contributors

Amir Ebrahimi
Elliot Cuzzillo
Yuangguang Liao

Releases

No releases published

Packages

No packages published

Languages

  • C# 99.0%
  • ShaderLab 1.0%