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LODGroup.SetLODs

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public function SetLODs(lods: LOD[]): void;
public void SetLODs(LOD[] lods);

Parameters

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.

#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); } }