AutoLOD - Mesh Decimator

EXCLUSIVE DISCOUNT for AutoLOD users, get Mirage PRO for 60$ instead of 70$!

Mirage works 100% in symbiosis with AutoLOD for the ULTIMATE optimization LOD system.


Online Documentation

Discord Channel


AutoLOD is fully compatible with any Unity version from 2020.3 up to Unity 6.3

  • Elevate Your Experience with the brand new 'High-Quality' Backend: It is not just another update – it's a game-changer that will redefine your expectations.
  • Best UV Layout Preservation: Experience the most precise UV layout preservation yet. The High-Quality backend ensures your textures still align perfectly after decimation, maintaining the artistic integrity of your models.
  • Mesh Borders Preserving: Say goodbye to collapsed border edges. The High-Quality backend makes sure your terrain chunks will still fit together nicely after decimation.
  • Unmatched Simplicity: This update keeps the user-friendly simplicity that has won over thousands of users. One click is all it takes.
  • Editor and Runtime usage: Work seamlessly with both the editor plugin or the C# runtime API. AutoLOD flexible design adapts to your workflow, not the other way around.
  • Prefab-Friendly: 100% compatible with prefabs. There's no need to unpack them – AutoLOD works directly with prefab instances or in prefab editing scenes.
  • Characters-Friendly: Skinned Mesh Renderer and Blendshapes support out-of-the-box.
  • Submesh Compatibility: AutoLOD seamlessly works with submeshes.
  • Performance-Fidelity Balance: Find the perfect balance between high performance and high-fidelity results with the customizable options.
  • 3 in 1 workflow: AutoLOD can be used from
    • The dedicated editor window
    • The LODGroup contextual menu with
    • The documented C# API

For pre-sale inquiries please use Discord or send an email to contact[at]leochaumartin[dot]com


Release Notes

5.6.0

  • Fixed a bug causing custom tangents to be lost after decimation

5.5.0

  • New LODGroup edition widget
  • New "Auto" Reduction Rate toggle, reacts with LODGroup settings
  • Code refactoring

5.4.1

  • Fixed a bug when loading HDRP assembly
  • Wireframe Only activated by default on HDRP Preview

5.4.0

  • New logo and graphic identity
  • C# API now contains async decimation methods for both the fast and quality backend
  • Fixed the overexposed / white preview in HDRP

5.3.0

  • Added resilience for topology edge cases such as disconnected vertices, edges with no adjacent faces, ...etc
  • Improved the realtime decimation preview :
    • You can now choose both the fast and the HQ backends
    • Improved the wireframe effect
    • You can customize the wireframe color
    • Fixed a bug where the wireframe would only be visible on the last submesh (if the source mesh has several submeshes)
  • Fixed deprecation warnings on demo scene import on Unity 6
  • Minor fixes

5.2.1

  • Fixed a bug where over-decimation could occur with the new LODGroup-Oriented workflow.

5.2.0

  • Introducing a brand new workflow from the LODGroup component contextual menu for a several renderers per LOD approach. For each LOD it computes adapted reduction rates according to the given transition height.

5.1.0

  • AutoLOD now supports blendshapes
  • Updated the Runtime API to add control over the blendshape interpolation (retrocompatibility is ensured)
  • Fixed a bug where High-poly skinned meshes could be more decimated than they should
  • High Quality backend now supports UInt32 meshes output

5.0.0

  • Introducing a new 'High Quality' backend that preserves UV seams and mesh borders. The old backend is still available under the name 'Fast'.
  • New runtime API
  • Complete plugin internal refactoring

4.1.1

  • Fixed a bug where applying flat shading was altering submeshes

4.1.0

New feature:

  • You now have an optionnal preview area to apply decimation in real time. This feature is a great way to help you choose an appropriate reduction rate value.

Fixes:

  • The "optimize source mesh" option has been removed since it was not preserving enough the source mesh.

4.0.0

Fixes:

  • You are now forced to save decimated meshes to assets, providing garantee of not losing the meshes after closing and reopening the scene

New features:

  • You can now change the default export path from the preferences.

3.3

Fixes:

  • Decimated mesh won't have a mesh collider as the first LOD collider will remain active.

3.2

Updates:

  • You can now add any compatible renderer from its context menu in the inspector

Fixes:

  • Vertex Colors are now supported

Basic Information
Latest Version
5.6.0 (06 Feb 2026)
Publisher
Léo Chaumartin
Category
Tools/Utilities
Size
24.3 MB
Price
€18.4
Asset Rating
(49)
Extended Information
Unity Versions
2020.3.34
Render Pipelines
BIRP URP HDRP
State
Published