This page shows and explains most features.
Click on a feature to get more information to it.

Basic features

  • Ready to use lod system
    Implementing QuickLod is as easy as adding a few components. You don’t need to write a single line of code, everything is already available.
  • Unlimited lod levels
    You can define as many LOD levels as you want. Whether you use two levels for a brick or 10 levels for a building is up to you.
  • Multiple cameras
    Split screen games, surveillance camera, MMO… QuickLod supports an infinite amount of cameras at once.
  • Multiple LOD object types
    QuickLod offers for  various situations specialized Lod Objects. This helps you to get the most out of your game.
    • Child replacement (Similar to LodGroups)
    • Mesh replacement
    • Skinned mesh replacement
    • Child activator/deactivator

    See here for more information.

  • Component management
    Not only meshes can be managed, but also single components. Want a particle system with reduced quality at a certain distance? Want to deactivate a lamp when it’s far away? It’s all possible with QuickLod
  • Group Switch
    When distance based deactivation is not enough, you can always use the group switch. This gives you even finer control over when objects are deactivated.
  • Triggers
    They are used to control the group switches.
    • Collision trigger
    • Distance trigger
  • Mobile friendly
    The performance usage is highly optimized. Additionally you can define how much performance QuickLod can use. This and more makes QuickLod a good choice for mobile 3D games
  • Individual distance multipliers
    There’s a global distance multiplier, but additionally each camera has its own distance multiplier. This allows you to zoom a single camera or lower the view distance of another one.
  • Automated FoV support
    You can restrict QuickLod to only manage objects in front of a camera instead of all objects around it. This can be automated by observing the camera component.
  • Automated zoom support
    When you zoom the camera by changing the FoV, QuickLod can automatically adjust the local distance multiplier to keep the quality the same.
  • InstantOC compatible
    You can use QuickLod together with InstantOC.
    This feature is currently in beta phase and not fully functional
  • Constant time complexity → O(1)
    It doesn’t matter how many objects are in your scene. QuickLod has a constant time complexity, which means that it won’t use more CPU resources when you add more objects. This is especially useful when you want to create big and/or detail rich scenes.

Editor features bilde_3

  • Works in editor
    QuickLod works in the editor as it works in the game. This allows you to try all settings directly without starting the game. It also helps with lagging editors duo to large scenes.
  • Multiple viewports
    When working in the editor, you can use as many scene views as you want.
  • Lod level preview
    You can preview all LOD levels directly with a slider.
  • Custom inspector editor for all components
    All components come with a custom inspector to simplify the work process
  • Gizmos
    Want to see what QuickLod does? Do you have problems with the setup or does something not work? With over 10 editor gizmos, you can see exactly what happens.
  • Automatic lod level setup
    The LOD levels can be generated automatically. When you add a component, it will try to set itself up.
  • Automatic distance optimization
    The LOD level distances and camera view distances can be automatically optimized.
  • Light map support
    QuickLod can prepare your scene for light mapping. Although it just activates the high quality LOD level, this can already save a lot of time.
  • Checks for valid input
    All components check for valid input. This prevents long searching for bugs caused by invalid user inputs.

Developer features bilde_8

  • Full source code included
    QuickLod comes with the full source code. There are no dll’s and you can read and edit everything.
  • Built as framework
    QuickLod is built as a framework. You can expand it by reusing existing classes and helper methods.
  • Base classes available
    Most components derive from base classes. Those base classes do most of the work. You can create new components which inherit from those base classes and they will be compatible with all other QuickLod components.
  • Fully commented source code
    All classes, fields, properties, methods, constructors, enums, constants, etc. are fully commented. Code parts are commented so that you can study the code more easily.
  • With ReSharper and StyleCop formatted code
    Using tools such as ReSharper and StyleCop, the code has a standardized format.
  • Full API documentation with code examples
    The whole API is documented with remarks and code examples. The API documentation can be found here.
  • Ready to use events
    There are multiple events you can use. This can be used to react to distance changes and LOD level changes immediately.