Switch to Play Mode by pressing the joystick button. Try to push the box mesh. As you see, it reacts to the forces based on the Newton rules. But what about the box object of LOD 2? you are able to walk through it and it doesn’t react to the player. So you should create another collider for LOD 2? NO! Vanda Engine takes care of everything as long as you follow a basic rule: When you save this prefab and insert an instance of this prefab in your VScene, Vanda Engine detects that this box model uses dynamic PhysX collider and looks for the same geometry name in LOD 2 and LOD 3 to change their transformation based on the PhysX calculations applied to LOD 1. So if it doesn’t find the same geometry names, it doesn’t update transformations of LOD 2 and LOD 3 accordingly.
Now we will make sure that both geometries in LOD 1 and LOD 2 of our box prefab use the same name. Make sure that LOD 1 is visible and LOD 2 is invisible, then select the box model. When you select the geometry in geometry based selection, you see the name of this geometry in lower right corner of editor. In my case, selected geometry name is geom-Mesh_Object. Now make sure that LOD 1 is invisible and LOD 2 is visible. Select the box model and take a look at lower left corner of editor. If its name is the same as box model of LOD 1, Vanda Engine will handle the Physics calculations and you don’t need to worry about LOD changes in VScene mode.