_bugsquadedit: issue was opened when the newest commit was: 787dad5ac4341a90ecf135884d8ca71bdbd5d252_
Operating system or device - Godot version:
arch + ubuntu
Issue description:
Make a particle system, add some lod. Test ingame and youll notice its always visible...
LODs are not working for anything
sorry, will fix in 3.1 as the lod system is complex and we kinda ran out of time
Hey Guys,
Just wondering if any work has been done on this one yet?
Yeah, LODs don't seem to be working for me either.
Just checking this is still on schedule for 3.1?
Cant really release a working game without lod...
LOD will be properly rewritten in 3.2
LOD will be properly rewritten in 3.2
Another happy user that will be even happier with LOD (and terrain?) implemented.
Hi, guys, maybe someone can point me to the 3.0.X version where LOD system is not broken yet?
Unfortunately it is not very good for us to wait for Godot 3.2, which I think will be released not earlier than 2020 :)
P.S.: I'll answer my own question, it seems that there is no such version.
Very sad(
@Antokolos I don't think LOD is available in any 3.0.x release. There's a pull request that implemented LOD for an earlier version of 3.1 (before it even was in alpha), but it won't be merged as a more robust implementation should be written for 3.2 or 4.0.
@Calinou , thanks, got it! Well, we'll try to make our game without LODs then )
Just a note for Godot core developers: I like the engine very much and I value the hard work that you've done so far, but pushing issues like this one or this: https://github.com/godotengine/godot/issues/13954 or this: https://github.com/godotengine/godot/issues/9786 to 3.2 is very sad. IMO you should concentrate on fixing the things that are CRITICAL for any 3D game before implementing anything else, I think a lot of people will agree with this.
At the time being I am forced to create ugly hacks in scripts, just because the game will be too unoptimized and slow otherwise.
What I did in my game just this last week was made a special node: LODGroup which has some ranges setup and switches children based on distance from camera. This is sufficient for what I need, this is how Unity seems to do it.
@supagu , thanks for the advice! Looks like a good solution for this problem.
Im am closing this in favour of godotengine/godot-proposals#692 which has the most up-to-date discussion.
It is better to keep all the discussion in one place.
FYI LOD is planned for 4.x now. It is a very important feature and we want to make sure we do it right.
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