Base class for the fracture engine. More...
Static Public Member Functions | |
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 | |
virtual void | Update () |
Update. | |
void | RunOnMainThread (Action action) |
Run delegate on main thread. | |
Properties | |
static FractureEngineBase | Instance [get, set] |
Internal instance. | |
static bool | ForceSynchronousPreFractureInEditor [get] |
If true, pre-fracturing in the editor will always be synchronous. | |
Base class for the fracture engine.
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inlinestatic |
Cancels a running coroutine.
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inlinestatic |
During both slicing and shattering, temporary data is created and cached to greatly improve future fracture performance.
Calling this method releases that temporary data back to be reclaimed by the GC.
Calling this method may cause a large GC spike soon after. It is recommended to call this during 'downtime' in the game, such as during level load.
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inlineprotected |
Run delegate on main thread.
action |
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staticget |
If true, pre-fracturing in the editor will always be synchronous.
This is mainly used for debugging purposes.