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Does not work
a month ago
rmele09on version 3.4.5
Generated meshes have tons of artifacts and the LOD system itself breaks and the meshes dont switch as you walk close to them.
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Reply from publisher:
replied a month ago
Hello. I'm sorry you've had trouble with the tool. It's not common to have problems using the tool. LOD swapping should work on any Render Pipeline and any supported version of Unity. There might be something wrong with your development environment. LOD generation is unpredictable due to its nature of simplification, but it's possible to adjust the parameters to get better results, especially if you didn't get what you expected. However, I noticed you haven't contacted me for support. Unfortunately, I can't help without you first requesting support. You can contact me through my support email "mtassets@windsoft.xyz". I'll be happy to help.
h
interesting tool
4 months ago
hotpeperoncinoon version 3.4.5
It introduces not LOD group workflow but one key solution. If you want to use LOD group tool chains, you could not apply to it. This is very instant and effective, you have to decide relying on this asset only or not.
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k
Good Enough
7 months ago
kuzeykirklaron version 3.4.5
Don't think that I just pressed a button and my LODs are ready. If you work a little and integrate it into the Unity LOD group, it becomes much more efficient. It's not flexible enough, but it does its job very well.
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U
Sure, the pop-up is a little strange.
7 months ago
However, it is very easy to set LOD and for some game genres, it can be a very valuable tool.
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p
A perfect tool
7 months ago
piretrosofton version 3.4.5
This is an amazing piece of work: easy to use, fast to apply, and what I like the most is the "undo" potential. I always welcome the stuff that makes life easier. Automatic LOD generation for the most part cannot compete in terms of quality with handmade meshes, but not everyone has the time or resources to manually optimize, import, build the lod group and tweak the trigger distances of each mesh. This tool makes a great job at decimating meshes automagically. Plus, if you're not happy with the end result, you can simply undo, change settings and rebuild, as easy as pressing a button. You can also optimize meshes with a preview directly in editor, without setting up LODs. The developer is active on his discord, helpful and kind. What else do you need?
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o
Does the job
10 months ago
o1o101on previous version 3.4.4
Generates LODs well, nice job on that aspect. But its one of these assets which is just more bloated than it should be. Minor gripes - I really dislike editor window pop ups, I don't understand why some asset publishers have this. It's annoying, and feels spammy. IMO plugins should generally feel seamless with the editor, not be alerting you of their existence. I know this is only meant to show once or whatever, but various things cause them to all pop up again semi frequently. Allow for the directory to be moved, its nice to have the assets folder stay clean. Generating additional files and folder structures just for a "greetings" this seems unnecessary. As projects get large and lots of plugins are used these sorts of little things add up and are quite annoying. I only use the mesh simplification part, the rest wasn't useful to me.
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4
0
Reply from publisher:
replied 10 months ago
Hello! Thank you for choosing and using ULOD! Your feedback is very welcome, but I would like to explain some of the points you raised. :) The tool does not contain pop-ups, but it does contain warning dialog boxes that appear at "key" moments during the use of the tool, usually to alert you to something important that needs to be highlighted, and things like that. One of these moments is right after importing the tool, which generates a dialog informing you whether the import was successful, etc. This dialog only appears once, during the first import of the tool. I understand that it can be a bit annoying for more experienced Unity users, but for beginners, it can provide guidance on the first steps to follow when using the tool. :) Still on the subject of dialog boxes, another example is when performing a scan, in which the tool warns you not to delete the component that contains the scan information, so that it is possible to undo the scan in the future. This dialog box has an option to dismiss it and never appear again. These are the main times when dialog boxes appear during the use of the tool. In any case, with the next update that I have planned for ULOD, this last dialog box will be extinguished, since the tool will use a different mechanism for persisting scan data. In any case, I understand you well, and the last thing I want is to leave things feeling "spammy" during use, after all, I also use my tools and I always want to offer the best I can for my clients and for myself. However, there are specific situations in which these dialog boxes really are necessary. As for the Assets folder, I really understand you. At the moment ULOD relies on being in a specific place to perform some important operations. Previously, the tool was located in the "Assets/MT Assets" directory, but knowing that the ideal is to have a better organization of the project, I changed the default directory of the tool, and now it is in the "Assets/Plugins/MT Assets" directory. This way, the tool folder will not "break" the visual organization of the folders, inside the "Assets" folder. I really understand this, and a bunch of asset folders inside the "Assets" folder, is not good. As for the files generated by ULOD, ULOD only generates files that are absolutely necessary within your project. It also automatically deletes them when they are no longer needed. An example of this is the "greetings" file that is created with ~0Kb, just as a checker, to ensure that the import dialog does not appear more than once. In the past, I have tried to rely on other mechanisms such as a "PlayerPrefs" equivalent for the Editor, and there were cases where it was sometimes unreliable and generated a spam of the welcome message. So I decided to use a simple file, which solved this problem permanently. Anyway, I agree with all your points, I just wanted to explain each of them as it relates to ULOD. :) Thanks again for the review! Kind regards
o
It works as expected
a year ago
onekoramaon previous version 3.4.4
It works as expected, and that's quite a success in this store. Helps a lot with the game's performance, but also it's a good companion for other assets, as the mesh extractor or Amplify Impostors. Select from a prefab, extract, combine, generate LODs, generate impostor and you have a totally new prefab with nice performance. Great job at a great price
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2
0
s
Incrivel!
a year ago
sabbath1989on previous version 3.4.4
Fácil de usar, você pode pegar o grupo todo de objetos, se tiver uma vila pesada, separar por tipos de objetos, deixando os muros com um lod mais pesado e os itens internos bem configurado, é um grande trunfo. cinco estrelas é pouco!
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2
0
s
THIS IS AMAZING!
2 years ago
seburoltdon previous version 3.4.4
This is one of the best assets on the store. Its just plain simple to use and an absolute must for any open world. BUY IT. Its amazing how AAA studios can't recreate the perfomance saving that this asset can.
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1
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b
Life changing solution and super easy to use!
2 years ago
brettitude_studioson previous version 3.4.4
This asset has all the options you need, seriously. I am using it for a pretty complex project with a lot of triangles and verts, and this asset easily saves me 100s of hours of messing around in Blender / Maya. 10/10
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