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Easyframe sticky back window
Easyframe sticky back window










This is just how any JIT compiled language works.

#EASYFRAME STICKY BACK WINDOW CODE#

Is the Options checkbox - Use Tag Of This Object supposed to make the shards inherit the parent tag? It doesn't seem to be working for me the shards are all untagged while the parent is tagged.Ĭlick to expand.The first object that is destroyed is slow, this is due to the JIT compiler creating and caching the code first time round. Not sure how this would work though.Īs far as user friendliness this is super simple, just drag the script on, smash it and go about your business. As in just unmerging them when its time to break apart. It may be helpful to pre-process some objects. Maybe there should be an option to control the disparity in the size of shards?

easyframe sticky back window

Seems like this would be fine for smaller fractures and groups of smaller fractures but on large objects it doesnt work as well. How is the mass figured out? I noticed it divides the volume by the number of shards but doesnt account for how big the shard is, on the large cube shattering it breaks into 80 fragments at 6.25 mass but most of the fragments are tiny and there are 3 or 4 HUGE ones and all of them with the same mass.

easyframe sticky back window

It seems to be pausing to compute when it is time to fracture more than 30 fragments or so. Like it has to wake up the engine or something with a few hits. If I remove the cubes from doing that first contact then its slower when the big balls hit the tower. I tried dropping some boxes onto that box tower and it chugged at the first start, then blows through with the big ball decently. It seems like the very first few fractures are always handled poorly, after a few go through it starts to work smoother. Both can be used in conjunction with each other if you wish.Īll dynamic fragments are created from a pool, (it's not nesecary to create this pool in the editor, but I'd recommend it!), which helps with the amount of objects instantiated at run time.Īny way, I hope you enjoy this tool, and if you have any questions please ask! There are currently two cleanup methods : destroying shards based on a timer and destroying shards based on how long they have been off-screen. Having too many destructible actors flying about can be very costly for the CPU (I am working on a GRB implementation but more about that later ), so I have included a set of tools to help customize how destructible objects are cleaned up. These shaders offload the work of UV-ing from the CPU to the GPU, helping parallelize the destruction and ultimately give you more of a performance boost.Ĭleanup Tools. In order to keep the cost of the destruction computation to a minimum, I have created a set of custom shaders to be used with the destruction system. Some of the glass might stay in the window frame, sticky zones help you achieve this effect fast! Imaging shattering a pane of glass in a window frame. Sticky Zones, are used to hold broken fragments in place once an object has been destroyed (see : 'Sticky Zones'). Whether its from collision impact, bullet hit or explosion damage, Triggers can be tailored to your exact needs in order to help you create than environment that crumbles around you the way you want it to. They customize how the object can be destroyed. Triggers, these are used to trigger the destruction on a particular object. The computation can be performed immediately (see demos : 'Sticky Zones' or 'Tower Stack', or over X amount of frames (see demos : 'Big Cubes' or 'Field of Cubes').įirstly, you will get the above scenes and all the scripts necessary to start creating your own destructible environments, if that's not enough, I've also some documentation to help you further.

easyframe sticky back window

The algorithm is voronoi based, so all the shards created will be of convex shape, which is perfect for MeshColliders. The number of points used, ultimately determines the amount of shards generated by the algorithm. Here are some webplayer demos showcasing the power of the tool.Ī predetermined number of random points are generated around the impact point (which is the center of the fracture). This system is ready to be used in your existing projects, and, in it's basic form, only requires you to drop a script on the objects you wish to destroy at run time, and your done. I have finally got around to releasing my dynamic destruction system on the asset store.










Easyframe sticky back window