You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I'd prefer focusing on having people test #4 and make sure it works well in production, as it has a greater potential for performance optimization by using fewer script instances. Both your proposal and #4 will break compatibility, so it'll require bumping the version of this add-on to 2.0.0.
Note that LOD is slated to be implemented in 3.6 by godotengine/godot#53778, so this add-on may not be relevant anymore in the future.
I'd prefer focusing on having people test #4 and make sure it works well in production, as it has a greater potential for performance optimization by using fewer script instances. Both your proposal and #4 will break compatibility, so it'll require bumping the version of this add-on to 2.0.0.
Note that LOD is slated to be implemented in 3.6 by godotengine/godot#53778, so this add-on may not be relevant anymore in the future.
Oh, that would be great! Still might want to have a small wrapper script to automate LOD ranges absolute values (proportional to object scale).
I'll leave it here just in case. don't want to poke you over this since Godot 4 has it covered, but still.
What's changed:
Scene_items
nodes, so no need to name them in any specific way.LODs
get_children()
loop.Scene with embedded script:
The text was updated successfully, but these errors were encountered: