Mesh LOD is Magic (Unity 6 Tutorial)
Unity’s new Mesh LOD system automatically creates and manages levels of detail for meshes on import, reducing polygon count and improving performance with a minimal memory footprint.
Unlike traditional LOD Groups, it doesn’t create extra GameObjects or duplicate meshes — all LODs are stored in the original mesh’s index buffer, reusing the same vertex buffer.
➡ ️ MeshLOD Dochttps://docs.unity3d.com/6000.2/Documentation/Manual/lod/mesh-lod-landing.html..
➡ ️ Website Quick Start Guig...
➡ ️ Meshhttps://github.com/staggartcreations/MeshLOD2Fbxns/...
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➡ ️ Neighbourhood hohttps://tinyurl.com/j48j8zxvm/j48j8zxv
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00:00 Intro & What is Mesh LOD
00:59 Docs & Quick start guide
01:20 Generating LODs
02:33 How MeshLOD works?
03:12 Runtime LOD Selection (Project Wide)
04:02 LOD Selection (Per Object)
05:02 Enabling Cross fade for LODs
05:57 MeshLOD Limitations
06:43 Troubleshooting & Reducing artifacting
07:10 Using LOD Groups with MeshLOD generations
8:51 Export Mesh LODs to FBX
10:09 Amplify Imposters
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#SpeedTutor #Unity #MeshLOD