This component will cause a fracture to happen at the point of impact. More...
Inherits MonoBehaviour.
Public Attributes | |
float | ForceThreshold |
The minimum amount of force required to fracture this object. Set to 0 to have any amount of force cause the fracture. | |
float | ForceFalloffRadius = 1.0f |
Falloff radius for transferring the force of the impact to the resulting pieces. Any piece outside of this falloff from the point of impact will have no additional impulse set on it. | |
bool | AdjustForKinematic = true |
If true and this is a kinematic body, an impulse will be applied to the colliding body to counter the effects of hitting a kinematic body. If false and this is a kinematic body, the colliding body will bounce off as if this were an unmovable wall. | |
bool | ConsistentImpactForce = false |
If true, the force calculations will become more consistent with all incoming collisions. The force will be the same given the same incoming rigid body properties instead of changing as this mass changes. | |
LayerMask | CollidableLayers = (LayerMask)(-1) |
The collision layers that are allowed to cause a fracture. | |
bool | OutputDebugCollisionInfo = false |
If true, collision energies will be output in the editor to help tune required force thresholds. | |
This component will cause a fracture to happen at the point of impact.
bool DinoFracture.FractureOnCollision.ConsistentImpactForce = false |
If true, the force calculations will become more consistent with all incoming collisions. The force will be the same given the same incoming rigid body properties instead of changing as this mass changes.
Recommended to set to true for consistency. Set to false for backwards compatibility.
The incoming force calculations will change, requiring re-tweaking of the ForceThreshold value.