KhronosGroup / KhronosGroup/UnityGLTF

How to setup automatic LODs inside Unity?

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Dominant language
C#
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Description

### Describe the bug 💬

Is it currently possible to automatically setup LODs inside Unity in a similar way to how fbx does it?

For example exporting a fbx with 3 objects named ..._LOD0, ..._LOD1, ..._LOD2 would automatically setup an LOD group in Unity.

An example for the workflow to do this with Blender would be helpful.

### Steps to reproduce 🔢

1. Export mesh with LODs from Blender
2. Import into Unity and automatically setup LOD Group

### Files to reproduce the issue ♻

_No response_

### Editor Version 🎲

6000.0

### Render Pipeline and version

URP 17.0.4

### UnityGLTF Version

2.16.0

### Operating System 👩‍💻

Windows

### When does this problem happen?

- [x] Editor Import
- [ ] Runtime Import
- [ ] Editor Export
- [ ] Runtime Export

### Additional Info 📜

_No response_

### Validations 🩹

- [x] I have [searched existing issues](https://github.com/KhronosGroup/UnityGLTF/issues): no issue already exist that reports the same problem.
- [x] I follow the [Code of Conduct](https://www.khronos.org/about/code-of-conduct)
- [ ] I provided a [minimal reproducible example](https://stackoverflow.com/help/minimal-reproducible-example), including files when necessary.

Contributor guide

No contributing guide indexed for this repository

Research direction

The issue names no files or tests. Start by tracing UnityGLTF's editor import workflow and comparing the requested LOD0/LOD1/LOD2 naming behavior with Unity's LOD Group setup; done means imported LOD meshes automatically produce the expected LOD Group, with a Blender workflow example if supported.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp, unity
Domain
game-dev
Issue type
Feature
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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