fix: use Y axis for LODGroup size to fix early LOD culling#8238
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Use mergedBounds.size.y instead of max axis for LODGroup.size to reduce inflated CullRelativeHeightPercentage on wide/long scenes. Add texture name and dimensions to non-square texture warning. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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Windows and Mac build successful in Unity Cloud! You can find a link to the downloadable artifact below. |
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Claude finished @dalkia's task in 1m 20s —— View job Review Complete
SummaryBoth changes are correct and well-targeted. No issues requiring fixes were found.
The fix is sound. Unity's One edge case to be aware of: very flat scenes (small Y, large X/Z) will now produce a small
Straightforward improvement. REVIEW_RESULT: PASS ✅ |
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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Claude finished @dalkia's task in 1m 28s —— View job
Review CompleteNo blocking issues found.
The fix is correct. Unity evaluates LOD transitions by comparing the object's screen-relative height, so The one edge case — very flat scenes (tiny Y, large X/Z) — produces a small
Safe and correct. Asset bundles (25 files) Test assets added for reproducing the fix. These are binary blobs in REVIEW_RESULT: PASS ✅ |
Summary
mergedBounds.size.yinstead of max axis forLODGroup.size, reducing inflatedCullRelativeHeightPercentageon wide/long scenes that caused LODs to disappear too soonTest plan
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