Let's take a look at how I approach creating the ship LODs. So, let's first talk about the problem that we're trying to solve here. We already have a ship in our scene, but if we take a look at it, we can see that it's landing gear is down and its back hatch is open. Most of our cutscene takes place with our ship actually flying through the environment, as we can see in our cutscenes storyboard here. We can even see in the storyboard that we can't actually see the hatch open. It's definitely closed. So, we need a secondary model that takes care of this for us. But because this is a real-time cutscene, it also needs to have LODs just like it's open counterpart does. So, the artists have given us the LODs for our new ship. But if you took a look at the files that they gave us, they're individual FBX files. So, Unity automatically detects LODs when they're brought in as a group, but because these are individual, we'll have to build out the LOD group ourselves. This isn't a big deal, but it's a little less convenient than it would normally be. So, I'm actually going to take the entire ship LOD folder, and I'm actually going to put it in our models dropship folder. I'm just going to drag them right in there. I'm going to rename the folder from ship LODs to flying dropship LODs. Now, you'll notice that when they import, they aren't using the correct materials. So, let's take care of that first. I'm going to select all of the dropship LODs. Since I'm here, I'm also going to take off the animation type. Then, I'm going to go to the materials, and I'm going to select the first dropship, and then I'm going to go open the Materials folder. Go. I'm just going to drag them in one at a time. Once I have them all applied, I'm going to hit Apply, and now our dropship looks like the other one here. So, I'm just going to repeat this process for the other dropships, and I will come back once that's done. All right. There we go. So, now all of our LODs have the appropriate materials. Let's go ahead and create a game empty that will hold all of our LODs. So, I'm going to create an empty, I'm going to call this flying dropship, and I'm actually just going to write up here, so I could see it really easily. Then, I'm going to drag in all the dropships, there they are. You could see that they showed up right on top of each other, which is perfect. Now, to the top-level group, I'm going to go to Add Component, and I'm going to search for LOD. There's LOD group. Now, I am going to click on this drop down, so we could see it all. We could see that it's only representing three of our LODs, but we actually have four and the distribution amount also needs to be adjusted. But we'll do that next. First, let's get all of these LODs in. So, I'm going to drag in LOD 0, LOD 1, LOD 2, and then LOD 3, you just drop it right next to code, and it will come in. In our design document, we actually have the percentage of these LOD distributions. So Culled, this can be one percent, three is going to be six, two 13, one, 25, and then zero is a 100. So, one, six, 13, 25. So, I'll just pull it in. There's one, six, 13, and 25. So, now our LODs will swap out, we can see them happening here. Because our meshes are built nicely, we can't really tell that our LODs are actually changing out. If you want to make sure, if you're really paranoid that they're not working, one thing that you could do is select one of the LODs and just scale it up. We select. So LOD 0, and then once we get to LOD 1, see it pops in. So, that's a way to check your LODs if you're super paranoid but do remember to reset that. All right. So, our flying dropship is ready to go. I'm going to come back to the dropship folder and I'm just going to make a prefab of it. Go. So now, we'll be able to see our dropship from the back without looking into it and having a dangerous fight. I'm going to remove the fine dropship from the scene, and actually the regular dropship as well. We do not need it at the scene anymore, because this is where it's going to land, but it's not where it's going to start. So, I am going to delete that from our scene. I'm going to save the scene. We're all set.