MeshDeviation parameter is broken in Unity Plugin
PlannedI'm writing our in-house tool for automatic LOD generation for Unity prefabs. I'm planning on using MeshDeviation parameter from OptimizeResult to calculate LOD fading percentages like UE4, but it turns out its value is completely random. Can someone help me?
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Official commentHello,Thank you for making us aware of this. It will be addressed in the upcoming update.Thanks,ErhanComment actions
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