This component is created on demand to manage the fracture coroutines. It is not intended to be added by the user. More...
Static Public Member Functions | |
static AsyncFractureResult | StartFracture (FractureDetails details, FractureGeometry callback, Transform piecesParent, bool transferMass, bool hideAfterFracture) |
Starts a fracture operation. | |
Static Public Member Functions inherited from DinoFracture.FractureEngineBase | |
static void | ClearCachedFractureData () |
During both slicing and shattering, temporary data is created and cached to greatly improve future fracture performance. | |
static CoroutineHandle | QueueCoroutine (IEnumerator enumerator) |
Adds a coroutine that will start processing on the next update. | |
static bool | CancelCoroutine (CoroutineHandle handle) |
Cancels a running coroutine. | |
Protected Member Functions | |
override void | Update () |
Update. | |
Protected Member Functions inherited from DinoFracture.FractureEngineBase | |
void | RunOnMainThread (Action action) |
Run delegate on main thread. | |
Properties | |
static bool | Suspended [get, set] |
True if all further fracture operations should be a no-op. | |
static bool | HasFracturesInProgress [get] |
Returns true if there are fractures currently in progress. | |
static int | MaxRunningFractures [get] |
The maximum number of async fractures we can process at a time. If this is set to 0 (default), an unlimited number can be run. | |
static bool | ClearCacheDataInEditMode [get, set] |
If true, cached data used to speed up fracturing will be cleared when pre-fracturing inside the editor in edit mode. This helps reduce memory pressure after fracturing. | |
static bool | ClearCacheDataTogglingPlayMode [get, set] |
If true, cached data used to speed up fracturing will be cleared when toggling play mode in the editor. This will reflect the state of a build upon startup. | |
Properties inherited from DinoFracture.FractureEngineBase | |
static FractureEngineBase | Instance [get, set] |
Internal instance. | |
static bool | ForceSynchronousPreFractureInEditor [get] |
If true, pre-fracturing in the editor will always be synchronous. | |
This component is created on demand to manage the fracture coroutines. It is not intended to be added by the user.
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inlinestatic |
Starts a fracture operation.
details | Fracture info |
callback | The object to fracture |
piecesParent | The parent of the resulting fractured pieces root object |
transferMass | True to distribute the original object's mass to the fracture pieces; false otherwise |
hideAfterFracture | True to hide the originating object after fracturing |
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staticgetset |
If true, cached data used to speed up fracturing will be cleared when pre-fracturing inside the editor in edit mode. This helps reduce memory pressure after fracturing.
This value has no effect during play mode nor in builds; it will reset after the editor is closed.
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staticgetset |
If true, cached data used to speed up fracturing will be cleared when toggling play mode in the editor. This will reflect the state of a build upon startup.
This value has no effect in builds; it will reset after the editor is closed.
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staticget |
The maximum number of async fractures we can process at a time. If this is set to 0 (default), an unlimited number can be run.
NOTE: Synchronous fractures always run immediately