What's a proxy appearance, and how do I get rid of it?
Published: Mar 02 2024 by Last documented update: Mar 02 2024 by
This page explains what Level of Detail is and how it works.
To learn about Level of Detail (LoD), check the corresponding wiki page.
When displaying a complex object, the game loads between 1 and e^x components, each of which includes extra logic. That's all fine and dandy as long as you're up-close — but as soon as you're far away and the details vanish in the distance, it's a complete and utter waste of processing power.
That is where proxy appearances come in: instead of all the complex components and the complex shaders, you will see a single mesh with a bunch of baked-in textures.
All modern computergames do this in one way or another.
Fun fact: the human brain works the same way. Unless you have aphantasia, you can try it out: For an object at the edge of your vision, imagine it with as high-fidelity as you can. After a minute of that (your brain needs time to render), look at the object and compare.
If a proxy appearance fucks up your NPV, here's how you can disable it:
Open the appearance's components array
Find and delete the AppearanceProxyMesh
component (it will be of the type entSkinnedMeshComponent
)
Find and delete the AppearanceVisualController
component (it will be of the type AppearanceVisualControllerComponent
)
For each component with a mesh, set the forceLodLevel
property to 0