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Dynamic Level of Detail (LOD) System

Tensio features an intelligent Level of Detail (LOD) subsystem designed to maximize frame budgets in open-world games and large-scale architectural environments. The system is managed by the RopeLODController.


How the LOD System Works

RopeLODController hooks into Unity’s high-performance native CullingGroup API. It continuously evaluates camera distance and viewport visibility without incurring any GameObject raycasts:

  • LOD 0 — High Quality (Close Range, e.g. 0 – 10m):
    • Visuals: Full 3D procedural tube mesh generated via RopeRenderer.
    • Physics: Full simulation fidelity (Substeps = 8+).
  • LOD 1 — Medium Quality (Mid Range, e.g. 10 – 40m):
    • Visuals: Replaces heavy 3D geometry with an efficient 2D billboard LineRenderer.
    • Physics: Reduced simulation fidelity (Substeps = 4). Skips procedural mesh generation entirely.
  • LOD 2 — Off-Screen / Distant (Far Range, > 40m):
    • Visuals: Completely culled (renderers disabled).
    • Physics: Minimal maintenance simulation (Substeps = 1) to preserve resting shape.
  • LOD 3 — Suspended (> 100m):
    • Physics solver suspended entirely until the player re-enters the active bounding sphere.

Component Configuration

Attach RopeLODController to the same GameObject hosting RopeController:

ParameterTypeDefaultDescription
High Quality RendererRopeRendererAutoReference to the primary 3D tube renderer.
Low Quality RendererLineRendererAutoReference to the lightweight line renderer (auto-instantiated if empty).
Distance Mesh To Linefloat15.0Distance in meters where 3D mesh transitions to 2D line.
Distance Line To Cullfloat45.0Distance where visual rendering is disabled completely.
Distance Suspend Physicsfloat100.0Distance where physics updates stop.
LOD SubstepsVector3Int(8, 4, 1)Physics iteration budgets assigned per respective LOD tier.