Unity - Scripting API: LODGroup
class in UnityEngine
/
Inherits from:Component
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Description
LODGroup lets you group multiple Renderers into LOD levels.
This can be used to switch between different LOD levels at runtime based on size on screen.
Static Properties
| Property | Description |
|---|---|
| crossFadeAnimationDuration | The cross-fading animation duration in seconds. ArgumentException will be thrown if it is set to zero or a negative value. |
Properties
| Property | Description |
|---|---|
| animateCrossFading | Specify if the cross-fading should be animated by time. The animation duration is specified globally as crossFadeAnimationDuration. |
| enabled | Allows you to enable or disable the LODGroup. |
| fadeMode | The LOD fade mode used. |
| lastLODBillboard | Specify whether the last LOD level is a BillboardRenderer. |
| localReferencePoint | The local reference point against which the LOD distance is calculated. |
| lodCount | The number of LOD levels. |
| size | The size of the LOD object in local space. |
Public Methods
| Method | Description |
|---|---|
| ForceLOD | Disable automatic LOD selection based on camera distance by forcing a specific LOD level, or revert to the default automatic behavior by passing a negative value as parameter. |
| GetLODs | Returns the array of LODs. |
| RecalculateBounds | Recalculate the bounding region for the LODGroup. This process can be slow. To avoid lag, call this function infrequently. |
| SetLODs | Set the LODs for the LOD group. This removes any existing LODs configured on the LODGroup. |
Inherited Members
Properties
| Property | Description |
|---|---|
| gameObject | The game object this component is attached to. A component is always attached to a game object. |
| tag | The tag of this game object. |
| transform | The Transform attached to this GameObject. |
| transformHandle | The TransformHandle of this GameObject. |
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
| name | The name of the object. |
Public Methods
| Method | Description |
|---|---|
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
| CompareTag | Checks the GameObject's tag against the defined tag. |
| GetComponent | Gets a reference to a component of type T on the same GameObject as the component specified. |
| GetComponentInChildren | Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. |
| GetComponentIndex | Gets the index of the component on its parent GameObject. |
| GetComponentInParent | Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. |
| GetComponents | Gets references to all components of type T on the same GameObject as the component specified. |
| GetComponentsInChildren | Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. |
| GetComponentsInParent | Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. |
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
| TryGetComponent | Gets the component of the specified type, if it exists. |
| GetEntityId | Gets the EntityId of the object. |
| ToString | Returns the name of the object. |
Static Methods
| Method | Description |
|---|---|
| Destroy | Removes a GameObject, component, or asset. |
| DestroyImmediate | Destroys the specified object immediately. Use with caution and in Edit mode only. |
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
| FindAnyObjectByType | Retrieves any active loaded object of Type type. |
| FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
Operators
| Operator | Description |
|---|---|
| bool | Does the object exist? |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |