Search Issue Tracker
By Design
Votes
0
Found in [Package]
2.0.3
Issue ID
1193946
Regression
No
[FBX Exporter] is not exporting Game object's LODs
How to reproduce:
1. Open attached project ("FBXExporter.zip")
2. Open SampleScene scene
3. In Hierarchy window right-click Wheel Game object
4. Select menu option "Export To FBX..." and export it
5. Add exported FBX file to the scene
Expected result: Exported FBX contains LODs (LOD group component)
Actual result: Exported FBX is without LODs (LOD group component)
Reproducible with: 2018.4.13f1, 2019.2.13f1, 2019.3.0b12, 2020.1.0a14 (FBX Exporter 2.0.3 P3)
Could not test with: 2017.4.34f1 (Package manager was not present)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Addressables Report window UI is broken when opening via Build > New Build > Default Build Script
- Addressables Profiles window UI break when creating a new Variable with a long name
- No character limit when renaming Profile in Addressables Profile window, allowing excessively long names
- Blurry, low quality Active Profile icon used in Addressables Profiles window
- Tree Asset Preview window is not updated after assigning a new Material
Resolution Note:
It is not currently on the roadmap to export the LOD group from Unity as FbxLODGroup. The reasons for this are that FbxLODGroup does not get imported into Unity, and the LOD group formats do not match (threshold based on screen space height in Unity vs distance in FBX).
To have the LOD group created on import into Unity the naming convention of the objects has to match what is indicated here: https://docs.unity3d.com/Manual/importing-lod-meshes.html