Search Issue Tracker
By Design
Votes
2
Found in
5.5.1f1
Issue ID
886172
Regression
Yes
[LOD] LOD rendered are active after disabling LOD group in Play mode
To reproduce:
1. Open attached project;
2. Open LODBugTest scene;
3. Enter Play mode;
4. Press Enable/ Disable LOD button.
Expected result: When Disabling LOD group all renderers should turn off.
Actual result: All renderers are enabled, when LOD group is disabled.
Reproduced in : 5.5.1f1; 5.6.0b10; 2017.1.0a2
Not reproduced in: 5.4.4p4; 5.4.5f1
Note: When you press play always one of the objects are shown, but if you move camera away and then press play objects are not visible.
Comments (2)
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
- Render Graph Execution errors when using GPU occlusion culling with 'Opaque Objects' frame setting disabled on a Camera
- Animator window: “Delete” menu item not greyed out for Base Layer context menu
- Resetting “PC_RP Asset (Universal Render Pipeline Asset)” causes Game view to become black and throws Renderer and NullReference errors in the Console window
- [Mobile] Player Crash on scripting_invoke_profiler_begin when the built Player Scene has an empty UIDocument and is built on IL2CPP
- Unnecessary Warnings are logged when running Player with -batchmode -nographics
FiveFingerStudios
Jan 09, 2018 09:46
That the expected behavior.
If you disable a LOD group, you are no longer using that component.
And in order for a renderer to use that component , it must be enabled.
So turning it off leaves you with multiple renders on.
greg-harding
Apr 18, 2017 07:07
I can confirm that this issue also happens on Unity 5.6.0f3. Disabling a LODGroup does not disable all rendering for the objects being managed - instead, every object being managed is shown. (Our rendering stats are taking quite a hit because of this.)