So, after making an attempt a number of optimization strategies in Unity, I considered publishing my answer for every other individual with an identical downside.
Within the first place, deactivating and reactivating many gameobjects just isn’t actually good for optimization, since this triggers rubbish assortment. Due to this fact, it’s higher to disable/allow parts. Nonetheless, as talked about above, the issue with using the built-in LOD group element for that is that it has been configuring gameobjects with many youngsters, and secondly can solely disable/allow the rendering element, not in every other element.
Due to this I ended up utilizing the asset OptimizersSince this lets you place a element of optimizers within the Root Gameobject and routinely provide you with an inventory of all parts of the Gameobject hierarchy (even personalized scripts) after which merely resolve which parts ought to be enabled/disabled during which LOD. A lot quicker than having to pull and launch all Gameobject youngsters.
If, as a substitute, it has a single mannequin that LOD requires, I’d advocate an asset as Final LodSince this creates LOD for you routinely, which not solely saves you having to pull and drag every LOD in manually, but in addition prevent to should mannequin LOD of your unique mannequin. The one case of use during which this is probably not satisfactory is the place you need precise management over every LOD and mannequin it manually.
I hope these alternate options to the LOD group element are helpful.