Timeline for LOD culled gameobject still interacts with raycast
Current License: CC BY-SA 4.0
6 events
when toggle format | what | by | license | comment | |
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Dec 6, 2018 at 6:52 | comment | added | Prometheus | Glad you could fix it. | |
Dec 5, 2018 at 18:26 | comment | added | mr-matt | Actually, I realised checking if its culled isn't the entire problem, I've updated the question. | |
Dec 5, 2018 at 18:19 | comment | added | mr-matt | What will that achieve? | |
Dec 5, 2018 at 18:18 | comment | added | Prometheus | How about getting the vertices of the current mesh? docs.unity3d.com/ScriptReference/Mesh-vertices.html you could use this and make a switch based on the lod vertices count and then enable/disable whatever you need to. | |
Dec 5, 2018 at 17:34 | comment | added | mr-matt | This doesn't work because some LOD groups are only being used for culling, so there are no child objects, the renderer is on the same object as the LOD group. Therefore, looping through the renderers via the transform doesn't work. | |
Dec 5, 2018 at 17:00 | history | answered | Prometheus | CC BY-SA 4.0 |