A Godot 3.x add-on providing level of detail (LOD) for meshes, lights, and particles to significantly improve performance in large scenes.
godot-lod is a level of detail (LOD) add-on for the Godot 3.x game engine that dynamically reduces the complexity of meshes, lights, and particles based on their distance from the camera. It solves performance issues in large 3D scenes by automatically swapping high-detail models for simpler versions as objects move farther away, significantly improving frame rates without noticeable visual degradation up close.
Godot 3.x developers creating large-scale 3D games or simulations where rendering performance is critical, particularly those working with expansive environments, dense object populations, or targeting lower-end hardware.
Developers choose this add-on because it provides a lightweight, engine-integrated LOD solution specifically designed for Godot's workflow, supports multiple node types (meshes, lights, particles), and offers fine-tuned control over performance versus visual quality through per-node and project-wide settings.
Level of detail (LOD) add-on for Godot 3.x (GLES3 and GLES2)
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Supports meshes, lights (OmniLight and SpotLight), and particles (both GPU and CPU-based), allowing comprehensive optimization across diverse object types in a scene.
Offers per-node distance properties and project-wide bias settings, enabling fine-tuning for specific hardware targets or visual quality preferences.
Implements smooth fading for lights and shadows, and cross-fading for meshes, reducing jarring pop-in effects during LOD changes.
Written in optimized GDScript with configurable refresh rates and jitter, scaling efficiently to hundreds of instances without heavy CPU overhead.
LOD calculations only run in exported projects, preventing accidental scene modifications in the editor and ensuring safe integration.
LOD functionality is disabled in the editor, making it harder to preview and debug transitions during development without running the project.
Designed solely for Godot 3.x, so it's incompatible with Godot 4.x or newer versions, limiting future-proofing for engine upgrades.
Requires strict node naming conventions (e.g., -lod0, -lod1) and plugin installation, which can be error-prone compared to automated or built-in solutions.
As noted in the README, light intensity cannot be manually changed during runtime; developers must use color adjustments instead, restricting some dynamic effects.