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readonly List< SlicePlane > | SlicingPlanes = new List<SlicePlane>() |
| | User defined slicing planes.
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UnityEngine.Mesh | Mesh |
| | The mesh to fracture.
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Vector3 | MeshScale |
| | The scale of the mesh's game object. The meshes of fracture pieces will be scaled by this amount to allow their game object's scales to be one.
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FractureUVScale | UVScale |
| | Scaling algorithm used on triangles produced during the fracture.
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UVBounds | UVBounds = new UVBounds(Vector2.zero, Vector2.one) |
| | Final 'inside' triangles will be remapped to be within this range after the UV scale is applied.
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| FractureIssueResolution | IssueResolution |
| | How to deal with potentially poorly generated pieces.
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bool | Asynchronous |
| | If true, fracturing is done on a background thread and results may not be ready by the time FractureBuilder.Fracture() finishes. If false, fracturing is guaranteed to be done by the time FractureBuilder.Fracture() finishes.
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| int | InsideMaterialIndex |
| | The material / sub-mesh index that newly formed triangles should be put in.
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| bool | SeparateDisjointPieces |
| | If true, a final pass will be done to separate out meshes that are not physically connected. This can only happen when the mesh has concave parts.
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| VertexMergingPolicy | VertexMergingPolicy = VertexMergingPolicy.Default |
| | Defines how aggressively to merge the vertices of this fracture. More aggressive merging will result in meshes that have a reduced number of vertices and triangles at the cost of more computation time during fracture.
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MeshValidity | Validity = MeshValidity.Unknown |
| | Highly recommended to call.
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Required information needed by the engine to slice a mesh.