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.
|
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 |
|
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.
|
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.
|
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