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Automatically switches object detail level (LOD 0–3) based on 3D distance from a reference object (player/camera). Use it to swap 3D meshes at distance thresholds and improve performance.
LOD Levels
LOD 0 — High detail (closest)
LOD 1 — Medium
LOD 2 — Low
LOD 3 — Hidden (farthest)
Properties
LOD 1/2/3 Distance — distance thresholds for each level switch
Hysteresis — dead zone margin to prevent flickering at boundaries (default 10)
Camera Object — name of the player/camera sprite used as reference point
Auto-hide at LOD 3 — automatically hides the object when LOD 3 is reached
Auto-disable shadows — fires OnShadowStateChanged trigger when crossing Shadow Distance
Shadow Distance — distance at which the shadow trigger fires
Check Interval — skip N frames between checks (0 = every frame)
Setup
1. Add the behavior to your 3D object.
2. Set Camera Object to your player sprite name.
3. Use the On LOD changed trigger + Is at LOD level condition to swap meshes.
Conditions
On LOD changed — trigger, fires on every level change
Is at LOD level — true when currently at selected level (0–3)
Are shadows active — true when within shadow distance
On shadow state changed — trigger, fires when crossing shadow distance
Is enabled — true when behavior is active
Expressions
CurrentLOD — current level (0–3)
DistanceToCamera — current 3D distance to reference object
CameraX/Y/Z — camera position used in last calculation (debug)
LOD1/2/3Distance, ShadowDistance — current threshold values
Troubleshooting
LOD never changes — check DistanceToCamera; if it's fixed, Camera Object name is wrong
LOD flickers — increase Hysteresis (try 10–20% of the threshold value)
Wrong LOD on start — use Force LOD update action on layout start