I'm having troubles with runtime instantiation. I'm building a game with a huge map (roughly 100x100 km), so there aren't any hand placed trees, they're all generated. The way it works is by generating and instantiating all trees within a given radius around the player when the game starts or the player fast travels (they're all instantiated during Start(), or during a single Update() frame). Then as the player moves and reaches a certain distance from the spawn point, a new radius is generated. All trees that doesn't already exist, within the new radius, are then generated and instantiated, while all trees outside the radius are disabled and pooled for future use.
I get that LushLOD recalculates parents whenever new ones are added/existing ones are removed, and I've taken care of that issue by returning from the RecalculateParents() function prematurely if there are still trees being generated.
My problem is that I haven't managed to successfully run my game with the LushLOD Manager added to the scene; it just hangs whenever I hit play, and eventually I have to Ctrl+Alt+Delete my way out of it. Without the manager I can run the game just fine, and instantiate my LushLOD prefab trees just fine (though of course it doesn't transition from billboard to mesh, or vice versa, as I move). I even tried disabling the RecalculateParents() function entirely, and it still hangs when I hit play, with the manager on scene, so the recalculations aren't even an issue. It's only a couple of thousand trees, so it should work right? What's going on?
Additional question: would it be possible to skip the manager entirely, and have each LushLOD tree handle itself independently without costing too much CPU power, sort of like how SpeedTrees work? To be completely honest, that's what I expected when I bought this asset, as I wanted a solution that wasn't subscription based (and this is no critique of you, I should've read more about the asset I was buying, but I still wanna get what I can out of this), so that would be really cool!
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