MegaLOD-Prefaber — All-in-One LOD Prefab Builder
CCGnomes Limited
$19.24
$38.49
50%OFF
(no ratings)
Jump AssetStore
One run turns your models into finished LOD prefabs — deep reduction, animated characters kept intact, and LODs for a whole scene in place: the objects in it, or the prefab assets it uses.Drag in your models. Get shippable LODs. Or point it at a finished scene.MegaLOD-Prefaber is an all-in-one LOD workflow for Unity 6. Drop prefabs, models or whole folders into one window, pick a platform preset, press Run — and every asset comes out as a complete LOD prefab: reduced meshes, per-LOD materials, smooth cross-fade transitions and a finished LODGroup, saved and ready for your scene.DEEP REDUCTION THAT LANDS — Up to 8 LOD levels per asset, and the number you set is the number you get: the reduction ladder is re-spaced so a 4-level chain still ends on the deep mesh. One test run took a single 191,046-triangle mesh down to 5,110 across the full chain — a measured result, not a limit.SKINNED CHARACTERS DONE RIGHT — Bones, weights, blend shapes and animation survive every level. Your hero at LOD6 still walks, blinks and emotes.EQUIPPED WEAPONS FOLD IN AND CULL TOGETHER — A weapon socketed to a character's hand isn't left at full resolution while the body shrinks. MegaLOD folds it into the character's single LODGroup with its own reduced chain grafted under the bone, so the weapon reduces and culls with its wielder — no prop left hanging in the air after its owner has faded out. One armoured character carrying a separate 1.27-million-triangle warhammer came down from 1,544,025 to 10,263 triangles across 8 levels, weapon in hand at every step. Skinned into the mesh or socketed as a rigid prop, and it works in every mode: on assets, on a scene, or on the prefab assets a scene uses.MEGALOD-IFY YOUR SCENE — IN PLACE — Already built the scene? Don't rebuild it. The Scene tab adds LODs to the objects standing in the open scene without moving, replacing or re-wiring anything: LOD0 is the object's own mesh, the reduced levels sit underneath, one LODGroup per object. A weapon in a character's hand folds into its owner's group, so they reduce and cull together. An integrity report shows nothing else changed, and Restore takes it all back out.THE PREFABS YOUR SCENE USES — SAME PATH, SAME GUID — Or LOD-ify the prefab assets themselves, where they live. Collect finds every prefab your scenes use — placed instances and the ones only referenced from spawner lists and ScriptableObjects — and adds LODs to each asset in place. Every scene, spawner, variant and nested use inherits the LODs with nothing re-wired. Every original is backed up first (byte-identical, its own GUID) with a manifest, and one button reverts the whole run. Dry run first, if you like.VALIDATED OUTPUT — Every generated mesh is validated: no degenerate triangles, no orphaned vertices, bone indices in range, weights that sum to one. If a deeper level cannot be built safely, the tool stops with a clean chain instead of writing a broken mesh, and one failing asset does not stop the batch.SMOOTH CROSS-FADE DISSOLVES — Cross-fade transitions between levels and a distance dissolve at the end of the chain, so models fade away instead of popping or blinking out.YOUR SETTINGS, EVERY MODE — Quality, platform preset, transition heights, LOD count, cross-fade, LOD0 override, materials and shader tiers apply the same way whether you run on assets, on a scene, or on the prefabs a scene uses. Long batches get a wall-clock budget (4 h default) instead of a hard stop.WORKS IN URP, HDRP AND BUILT-IN — verified on all three. Meshes and prefabs are pipeline-agnostic; the demo scene re-binds its own materials to the active pipeline on load. Dithered LOD cross-fade needs a shader with LOD-fade support (URP and HDRP have it; Unity's Built-in Standard shader does not — levels switch without the fade there). Mobile, PC and console presets out of the box, plus per-LOD materials and optional texture downscale.TWO MODES — Easy Mode is drag, drop, done. Advanced Mode opens every dial: quality, per-asset overrides, folder rules, shader mapping, auto-tune, time limits and validation reporting.ONE FOLDER, CLEAN PROJECT — Everything is installed under one folder, Assets/MegaLOD-Prefaber: scripts, demo scene, documentation and licences. Nothing is written outside it until you run the tool.FULL DEMO SCENE INCLUDED — Open the demo, run MegaLOD on the whole scene with one button, LOD-ify the prefab street and its spawner's prefabs in place with another, then hit Play and walk the track — the spawned props come out with LODs too. Reset puts everything back.LITE VS PRO — MegaLOD-Prefaber Lite (free) builds full-quality LODs for static models with no usage limits: cross-fade, validation, Easy Mode, chains to LOD2, one asset per run. Pro (this package) adds animated/skinned characters with equipped weapons folded in, batch and folder processing, MegaLOD-ify Scene (the objects in your scene, or the prefab assets it uses — in place, with backups and one-button revert), Advanced Mode, chains to LOD7 and per-platform presets. Every feature Lite includes works exactly as it does in Pro.Learn more: https://ccgnomes.com/megalod-prefaber/Support: https://ccgnomes.com/megalod-prefaber/setup/- Unity 6000.3 or newer (tested on 6000.3)- Render pipelines: URP, HDRP and Built-in (verified on all three)- Installs under a single folder: Assets/MegaLOD-Prefaber (scripts, demo scene, documentation, third-party notices)- Editor-only tooling — adds no runtime overhead to builds- Skinned and static meshes; up to 8 LOD levels per asset, count honoured in every mode- Asset workflow is non-destructive: new prefabs, source assets are not modified; outputs are prefab + meshes + materials + reports per asset- Scene mode adds a LODGroup + marker container per object; Restore removes exactly that- In-place mode rewrites prefab assets (same path/GUID) with byte-identical backups, a per-run manifest and log, and one-button revert; refuses to run in Play mode or while compiling- Two workflow modes (Easy / Advanced) plus per-asset overrides, folder rules and batch time limits- Platform presets: mobile, PC, console, cross-platform- Editions: Lite (free) = static models, unlimited, LOD0–LOD2, one asset per run. Pro = everything above, including animated characters, batch/folders, MegaLOD-ify Scene, Advanced Mode, LOD7 and platform presets- Includes full third-party notices (reducer builds on MIT-licensed QEM research: UnityMeshSimplifier by Whinarn; Fast Quadric Mesh Simplification by sp4cerat)- Supported OS: Windows, macOS, Linux (Unity Editor)- Documentation: https://ccgnomes.com/megalod-prefaber/setup/ (the full manual, README and third-party notices are also included in the package)MegaLOD-Prefaber's reduction engine is not AI-generated: it builds on MIT-licensed QEM implementations (UnityMeshSimplifier by Whinarn; Fast Quadric Mesh Simplification by sp4cerat), attributed in the package. AI assisted in two supporting areas — Anthropic's Claude helped write the C# editor scripts, tests and documentation, all human-reviewed and tested, and the demo scene's example models and animations were generated with Meshy, then human-curated.




