You know the pattern: scene complexity climbs, triangle counts explode, and optimization turns into a late-stage fire drill. Mesh LOD in Unity 6.2+ exists to cut that pain before it starts.
This is the short version: Mesh LOD gives you automatic mesh simplification on import. You stop hand-building a pile of separate models just to get distance-based detail changes. Unity trims the mesh, reuses the index buffer, and avoids the GameObject and Mesh Renderer duplication that makes classic LOD work heavier than it should be.
The proof is here. The module says the simplification starts at 256 triangles, then cuts roughly half the triangles each iteration, and stops when it hits the user limit, cannot remove more vertices, or gets down near 64 triangles. That makes it useful for environments, prototypes, and any asset where you want a first-pass win without paying the manual LOD tax.

Start here: enable Generate Mesh LODs on an imported model, open the mesh preview, and compare the result against a normal import. If the asset is a rock, wall, building, or box, you are in the right territory. If it is a tree or a flat plane, do not assume the result will hold up.

Do not treat Mesh LOD as a silver bullet. The module is clear that some meshes break badly, especially curved shapes, disconnected sub-meshes, trees, and planes. That is why the real move is judgment, not blind automation.
Mesh LOD is the right first pass when you want to reduce work fast, keep memory lower than classic LOD Groups, and get something usable early. It is not the right answer when you need deep per-LOD control over materials, renderers, or custom object behavior.
CEO/Producer translation: you remove a chunk of art-side LOD labor and turn it into import-time settings, which is exactly where that work belongs during prototyping.
The members-only module is the full step-by-step module: import settings, Mesh LOD Threshold, LOD Selection Bias, cross-fade setup, and the failure cases you need to handle before you rely on this in production.
In this module:
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