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int | NumPieces |
| The number of new pieces to produce per iteration. The total number of pieces produced by this fracture will be NumPieces ^ NumIterations.
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int | NumIterations |
| The number of fracture iterations. The total number of pieces produced by this fracture will be NumPieces ^ NumIterations.
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bool | EvenlySizedPieces |
| If true, the engine will attempt to make all the randomly generated pieces roughly the same size. This adds a little processing time to the fracture.
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Vector3 | FractureCenter |
| The center of the fracture.
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Size | FractureSize |
| The bounds for the generated shatter fracture planes. If 0 sized, the bounds of the mesh are used.
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int | RandomSeed |
| The random seed to use when initiating the fracture. If set to zero, then the system clock will be used to create a random seed.
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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 produce a fracture.