This component allows a fracture geometry to lose only bits of geometry at a time instead of completely collapsing after fracture. It works best when fracturing is done at a point instead and in conjunction with the GlueEdgeOnFracture script on the fracture template. More...
Inherits MonoBehaviour.
Public Attributes | |
float | Radius |
The radius, in world space units, around the point of fracture that we will consider fracture pieces to be chipped off. | |
bool | EnsureChildComponents = true |
Add this component to child items if not already present in the FractureTemplate. It is recommended to keep this true unless you explicitly add it to the FractureTemplate. | |
bool | DetectDetachedChunks = false |
If true, the collection of unchipped objects will be scanned when a fracture happens to see if major sections of the collection have been split apart. If so, each section will be separated with distinct rigid bodies. This allows for the chipping away of structural foundations to cause pieces above to collapse. | |
bool | DestroyIfEmpty = true |
If true, unchipped roots will be destroyed if all the child objects have been fractured. It is recommended to set this to true. | |
This component allows a fracture geometry to lose only bits of geometry at a time instead of completely collapsing after fracture. It works best when fracturing is done at a point instead and in conjunction with the GlueEdgeOnFracture script on the fracture template.
bool DinoFracture.ChipOnFracture.DetectDetachedChunks = false |
If true, the collection of unchipped objects will be scanned when a fracture happens to see if major sections of the collection have been split apart. If so, each section will be separated with distinct rigid bodies. This allows for the chipping away of structural foundations to cause pieces above to collapse.
All detected separate chunks will be made non-kinematic. Use the GlueEdgeOnFracture script on the original fracture template to keep structure foundations from moving.
float DinoFracture.ChipOnFracture.Radius |
The radius, in world space units, around the point of fracture that we will consider fracture pieces to be chipped off.
A fracture piece must be fully contained within the radius to be considered chipped.
If this is set to <= 0.0, the FractureSize on the FractureGeometry will be used.