BACKGROUND A first pass at a naive simple Level Of Detail (LOD) RenderMeshVisual Naive because it only tests distance from the center of the object to the camera ( which will fail with super large objects ) ---- possible improvement may may distance in relative z plane to the object Simple because there is no fading between different meshes, instead it just pops to the defined mesh at the defined depth ---- possible improvement is a crossfade That being said, it works pretty dang good


USAGE
Drop this component onto a scene object
Drop meshes into the meshes array
and select threshaolds at the given index ( or else falls back to default )
and add the material that is shared across the rmvs
and let it

Hierarchy (view full)

Constructors

Properties

api: Record<string, any>
enabled: boolean

If disabled, the Component will stop enacting its behavior.

material: Material
meshes: RenderMesh[]
name: string
sceneObject: SceneObject
thresholds: number[]
uniqueIdentifier: string
updatePriority: number

Methods

  • Parameters

    • distance: number

    Returns void

  • Returns true if the object matches or derives from the passed in type.

    Parameters

    • type: string

    Returns boolean

  • Returns true if this object is the same as other. Useful for checking if two references point to the same thing.

    Parameters

    Returns boolean

  • Returns void

  • Parameters

    • order: number

    Returns void

  • Returns void