Unity. Man component

RayFire Man component

RayFireMan script works as a manager for all simulated objects. You can create it and setup your own properties. it will be created automatically and use default properties if you didn’t created it before.

Gravity group

Set gravity: Enables custom gravity multiplier.

Multiplier: Multiplier for gravity force.

Infinite Fall group

Destroy: Allows to destroy simulated objects if they fall too far from their original position.

Distance: Defines maximum distance over Y axis between original and current position.

Demolition properties group

Global Solidity: Global solidity multiplier for all RayFireRigid scripts.

Output Mesh Size: Defines minimum size of all fragments created bt demolition. All objects with less size will be destroyed.

Bad Mesh Try: Defines amount of attempts to demolish object. During demolition object can be marked as “Bad Mesh” in case it’s mesh was impossible to fragment for some reason. If mesh was defined as “Bad” at Input step – it always will be marked as “Bad” at Input step. If object was fragmented but some of it’s fragments has some problem with mesh it also will be marked as “Bad Mesh”, but with different fragmentation properties it still could be fragmented with no problems. Using Bad Mesh Try property you can define how many times object will try to fragment itself before it will be marked as “Undemolishable”. After this it will not try to demolish itself anymore.

Maximum Amount: Object will not be demolished if current amount of all new created fragments is more than Maximum Amount, you can see current fragments amount value on top of RayFireMan component.

Fragment pooling group

Enable Pooling: Enables fragment pooling to decrease demolition time. Demolished object creates new gameobject for every fragment, after this it has to add all necessary components to it. Using pooling you can prevent this, in this case there always will be some amount of gameobjects with all components and Demolished object will need only to take it and apply mesh data and other Rigid properties. After this pool will restore amount of “dummy” fragments. It is especially useful when you use Precache demolition type with high amount of precached meshes.

Pool Limit: Defines amount “dummy” fragments.