ThrowBall/Assets/Plugins/RayFire/Info/CHANGELOG.txt

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2024-12-01 20:53:59 +08:00
[1.75]
- RigidRoot. Offset activation fix.
- Blade. Demolition by trigger fix.
- Combine. Normals fix.
- UI. Maskfield properties fix.
[1.74]
- Connectivity. New Subclusters functionality. Allows to subdivided clusterized shards to smaller subclusters.
- Activator. Force velocity variation property.
- Rigid. Velocity activation fix.
- Rigid. Custom Tag fix for objects with removed tag.
[1.73]
- Connectivity. Clusterize fix.
- Connectivity. Inactive Clusterized cluster demolition fix.
- Sound. Volume fix.
- Sound. Copy Sound properties fix.
- Man. Fragment returned back to pool fix.
- Dust. Opacity UI fix.
[1.72]
- Manager. Local activation fix.
[1.71]
- Manager. Migrated Fading by Offset coroutine from Rigid component.
- Manager. Migrated Activation by Offset and Velocity coroutines from Rigid component.
- Rigid & RigidRoot. Removed Inactive coroutine. Huge performance gain with a lot of Inactive objects.
- Connected Cluster demolition fix.
[1.70]
- Manager. New Quota Action property.
Allows to skip object demolition or postpone it to the next frame if demolition time quota for this frame is reached
- Manager. Only In Editor Debug messages toggle.
- Manager. Material presets UI changed to dropdown with one set of properties.
- Manager. Migrated Demolition coroutine from Rigid component.
- Manager. Storage fix for demolished clusters.
- Rigid. Activation by Damage fix.
- Rigid. Convert Fix for Mesh to Connected Cluster demolition.
- UI fixes.
[1.69]
- UI. Support for Revert to prefab, Apply to prefab, Multiple selection difference, Copy/Paste properties.
- Rigid. Unyielding component support for demolished dynamic Mesh object type.
Allows to change set specific simulation type for fragments by Unyielding gizmo.
- How to slice Unyielding Mesh object.
[1.68]
- How to build without plugin libraries.
- How to convert Mesh object to Connected Cluster.
- How to convert Mesh object to Connectivity structure.
- Rigid. New Cluster Sim Type property in Cluster Demolition properties.
Allows to define simulation type for demolished cluster shards and lesser clusters.
This change provides more flexible and predictable Connected Cluster demolition.
IMPORTANT WARNING! This update will change behaviour of your Connected Clusters demolition.
In previous build Inactive Clusters were demolished to Inactive pieces,
while Kinematik clusters were demolished to partially Kinematik and Dynamic pieces.
Now Clusters Sim Type property will be used for all demolished pieces. Default value is Dynamic.
Rayfire Unyielding can be used to keep demolished pieces with original simulation type.
Make proper changes in your setups in case of update!!!
- Rigid. Demolished Inactive/Kinematik original Connected Cluster doesn't keep not connected shards anymore.
- Rigid. Fix for Convert to Connected CLuster with Runtime demolition type.
- Rigid. Destroy With Delay fix.
- Rigid. Shard Area property default value changed from 100% to 70%.
The rest 30% percents of shards will be clustered to several little clusters.
- Bomb. Damage can be applied to Inactive Connected Cluster per shard level.
- Bomb. Force applied to Inactive/Kinematik objects only if Activate Inactive/Kinematik properties enabled.
- Bomb. Chaos property affection is twice lower now.
- Static property neibAreaThreshold default value changed from 0.01 to 0.005f.
Provides more precise By Polygon connection type.
- Glossary.
[1.67]
- Rigid. New Convert dropdown property in Mesh Demolition properties.
- Rigid. Connectivity Convert support for Awake Prefragment demolition type.
Allows to create MeshRoot / Connectivity / Unyielding setup using single mesh object in Awake.
- Rigid. Connectivity Convert support for Runtime demolition type.
Allows to create MeshRoot / Connectivity / Unyielding setup using single mesh object after demolition.
- Rigid. Connected Cluster Convert support for Awake Prefragment demolition type.
Allows to create Connected Cluster setup using single mesh object in Awake.
- Rigid. Connected Cluster Convert support for Runtime demolition type.
Allows to create Connected Cluster setup using single mesh object after demolition.
- Rigid. Removed Clusterize toggle property in Mesh Demolition properties. Replaced by Convert property.
IMPORTANT: If your current setup has enabled Clusterize property set Convertation property to Connected Cluster.
- Rigid. Fix for Unyielding state setup for sliced object.
- Rigid. Connected Cluster Amount Integrity percentage fix.
- Rigid. Connected Cluster demolition fix for custom Layer and Tag.
- Rigid. Layer and Tag fix for fragments root.
- Rigid. Reference Demolition fix for Set Active type and random reference list.
- Manager. Rigid component Velocity cache coroutine replaced in Manager. Velocity cache amount info.
- Manager. New Only Debug Build toggle. Show Debug.Log messages only in Debug Build.
- How To use Demolition Event System howto.
[1.66]
- Undo/Redo support for all components.
- RigidRoot. Support for Collapse and Stress initiation By Integrity.
- RigidRoot. Rotation, Velocity and Angular Velocity fixes for Reset.
- Rigid. Reference Demolition uses Mesh Demolition Sim Type for reference fragments without Rigid component.
- Rigid. Default Sim Type property in Mesh Demolition changed from Inherit to Dynamic.
- Rigid. Demolish method can be used for Rigid with By Method initialization type and None demolition type.
- Rigid. Support for deep Reference Demolitions.
Demolition references can contain objects with Rigid with Reference Demolition type and so on.
- Gun. New Per Shard Damage property. Allows to apply damage to single or to multiple Connected Cluster shards.
- Gun. Gun can demolish Connected Clusters only with Runtime Demolition Type.
- Activator. Demolish Cluster property affects only Connected Clusters with Runtime Demolition Type.
[1.65]
- Rigid. Decompose property in Advanced Mesh Demolition properties.
Enabled by default. Should be disabled to slice a tree.
- Rigid. Precap property in Advanced Mesh Demolition properties.
Enabled by default. Should be disabled to slice a tree.
- Rigid. Time limitations fix for objects Initialized at demolition by Damage.
- Shooting howto.
[1.64]
- Shatter. Interactive fragmentation fix for objects with multiple materials.
- RigidRoot. Fix for RigidRoot Reset with Connectivity and enabled Stress.
- Debris/Dust. MeshRoot & RigidRoot Reset fix with reused particles.
- Debris/Dust. Limitations by Size Threshold fix.
[1.63]
- Debris/Dust. Improved Pooling system.
- Debris/Dust. New Burst Variation property.
- Debris/Dust. Removed Total Amount Burst type.
IMPORTANT: Update your Debris and Dust components in case you used this property.
- Manager. Removed Min and Max properties for particles pooling.
IMPORTANT: Use new pooling system in Debris/Dust components instead.
- Rigid. Reference Demolition with kinematik Mesh Root activation fix.
- WebGl build fix.
- Connectivity Event fix.
- IMPORTANT: Manually Delete Assets\RayFire\Scripts\Classes\Man\RFPooling.cs file if you update plugin from older builds.
[1.62]
- Bomb. Obstacles. Allows to use colliders as obstacles for explosion.
- Bomb. Directional Explosion. Explode all objects in one direction.
- Rigid. MeshRoot copies Runtime Caching properties.
- Rigid. MeshRoot with Sound component fix.
[1.61]
- Shatter. Interactive fragmentation mode.
- Shatter. Custom fragmentation fix.
- Rigid. Clusterized fragments demolition fix.
- Rigid. Fix for Sliced object with scaled parent.
[1.60]
- Recorder. Support for runtime mesh demolition recording and playback.
- Recorder. Improved recording for smooth playback.
- Recorder. New Recording how-to.
- Shatter. Fix for fragments with more than 65k vertices.
- Sound. Fix for property change with several selected objects.
- Rigid. Editor Setup fix for MeshRoot with Connectivity setup.
- Manager. Тew Global Parent option for Parent property in Advanced Demolition properties.
Allows to define parent for all demolition fragments.
[1.59]
- Shatter. New Hexagon fragmentation type.
- Shatter. Position Vector3 property for Center.
- Shatter. Center property fix.
[1.58]
- Combine. New mesh Index Format property. Allows to combine meshes with more than 65535 vertices.
- Combine. Combined mesh normals fix.
- Combine. Vertex colors support.
- Combine. How to Environment modeling in Editor and in Play mode.
- Manager. Double manager fix.
- Manager. New Vertices Amount property. Defined Maximum vertices amount limit for meshes to perform Planar Check.
- Blade. Blade object do not initiate Slice or Demolition anymore at collision enter/exit with trigger colliders.
- Debris. Debris reference scale copy fix for copied Debris components.
- RigidRoot. Fix for Inactive shards excluded from simulation by offset.
[1.57]
- Shatter. Fix for Vertex Color transfer to fragments with disabled Decompose property.
- Shatter. Fix for Custom Vertex Color set.
- Manager. New Convex collider Cooking Options property.
- Manager. New Debug Messages property. Allows to disable debug messages for game builds.
- Rigid. Fix for Reference Demolition with MeshRoot/Connectivity replacement.
- Sound. New properties Priority, Spatial Blend, Min/Max Distance when used with Audio Mixer.
- Lib. Performance fix for Android builds.
[1.56]
- Rigid. Layer and Tag for Cluster demolition.
- Compilation error fix for platforms without runtime demolition support.
[1.55]
- Manager. Improved Runtime Demolition Fragments pooling. Disabled by default.
Already used runtime fragment gameobjects with all base components can go back to pool to be reused later again.
- Manager. Improved Particle System pooling. Enabled by default.
Already used Debris and Dust particle systems can go back to pool to be reused later again.
- Debris & Dust. Fix for demolished mesh with vertex colors.
- Debris & Dust. Fix for unparented particle systems.
- Bomb. Fixed gizmo preview for scaled objects.
- A lot of performance and memory usage optimizations
[1.54]
- Shatter. Vertex Color transfer for outer surface.
- Shatter. Custom Vertex Color for fragments inner surface.
- Shatter. Support for Custom UV coordinate (one point) for inner surface of fragments.
- Shatter. Fix for Fragment Size, Vertex and Triangles limitations.
- Rigid. Nested Cluster Editor Setup fix.
- Debris & Dust. Custom Tag and Layer properties for particles.
- Restriction. Can be applied to any gameobject. Restricted Rigid component should be defined manually in this case.
Allows to Reset by Restriction demolished Rigid objects.
- Updated documentation.
[1.53]
- Connectivity. New Variation property in Collapse. Allows to get slightly different results for By Area and By Size collapse.
- Connectivity. New Seed property in Collapse. Defines the seed for Random collapse. Value 0 define random seed at every start.
- Connectivity. Seed 0 in Filter properties provides random connections for Percentage filter.
- Connectivity. Fix for Editor Setup with disabled activation By Connectivity.
- Connectivity. Fix for Collapse last step.
- Rigid. Reference Demolition support for Mesh Root Object type setup.
- Sound. Collision Sound support. Allows to Play sound on collision. Can be used without Rigid component.
- Debris & Dust. New Visible property in Limitations. Allows to emit particles only if the emitting object is visible.
- Gun. New Offset property for Add Explosion Force Impact type. Allows to offset Impact point closer or farther to Gun position.
- Unyielding. Fix for Inactive simulation type defined by component.
- Manager. Public method DestroyStorage() to destroy all fragments in storage.
- Recorder. Fix for ClipName change.
- A lot of small fixes and improvements.
- Several New Simulation How-to.
[1.52]
- Rigid. Global and Local Fading event support.
- Rigid. Connected Cluster Per Shard damage apply in radius support for Bomb and ApplyDamage() method.
- Rigid. Demolition by Damage collision with disabled By Collision demolition fix.
- Rigid. Set Static fading fix.
- Rigid. MeshRoot with Connectivity setup reset fix.
- Rigid. New Sleeping Threshold property in Physics properties.
- RigidRoot. New Sleeping Threshold property in Physics properties.
- Connectivity. Fix for not demolished clusters with enabled Activation Layer.
- Debris & Dust. New Motion Vectors property in Rendering.
- Libs. Removed Debug files from Android and iOS libraries. Can be requested if needed.
[1.51]
- Connectivity. RigidBody Mass fix for clusters created by Clusterize property.
- Connectivity. Activation Dust emitting fix for Clusterized shards.
- Connectivity. Local MeshRoot Activation event fix for clusterized shards.
- Connectivity. Joint support. WIP
- Shatter. Custom Point cloud preview points out of object bound with red color.
- Shatter. Dll Fix for clustering with Radial fragmentation type.
- Rigid. Fix for Mesh Runtime demolition with Shatter component.
- Rigid. Fix for fragments parenting in case of Awake Prefragment demolition type.
- Rigid. Fix for Connected Cluster collider type property.
- Rigid. Fix for sliced mesh with enabled Add Children property.
- Bomb. Tutorial scenes.
[1.50]
- Shatter. Size limitation.
- Shatter. Triangle limitation.
- Shatter. All fragments created by limitation properties get one parent.
- Rigid. Demolition By Collision and By Damage with collision collection now work independently.
- Rigid. Nested & Connected Cluster allows to use Rigid and Shatter Components with custom properties on demolished shards.
- Rigid. Debris and Dust emitting for fragments clusterized by Connectivity.
- Rigid. New Add Children property for Mesh Demolition. Allows to add mesh children to fragments.
- RigidRoot. Debris and Dust emitting for shards clusterized by Connectivity.
[1.49]
- RigidRoot. Local and Global Activation event returns activated Shard as well, in addition to RigidRoot parent.
- RigidRoot. Change Layer for activated shards with reset support.
- RigidRoot. Documentation and Tutorial scene.
- Activator. Velocity force apply in activator local space coordinates.
- Connectivity. Activation event returns list of activated shards and clusters in addition to Connectivity component.
- Bomb. New By Curve Impulse Fade type. Allows to define explosion strength fade by curve.
- Rigid. Connected Cluster mass by material fix.
- Rigid. Connected Cluster mass after demolition fix.
- Rigid. Connected Cluster demolition fade life time fix.
- Rigid. Connected Cluster shooting with damage apply fix.
- Rigid. Connected Cluster shooting with 0 impact radius fix.
- Rigid. Connected Cluster demolition Minimum and Maximum lower cap set to 1.
- Rigid. Connected Cluster per shard damage apply support by Gun and by collision.
- Rigid. Cluster Demolition properties can be edited with Mesh Root object type.
- Rigid. Local Activation event for MeshRoot Rigid. Returns Activated Rigid and its MeshRoot parent.
- Rigid. Inherit Tag and Custom Tag properties for demolition fragments.
- Rigid. Inherit Layer and Custom Layer properties for demolition fragments.
IMPORTANT: Rigid.meshDemolition.properties.layer field was changed from String type to Int type.
Disable Inherit Layer in Mesh Demolition / Advanced Properties and define Custom Layer which was
defined by string in older builds in case you defined different layer for demolition fragments.
- Rigid. Change Layer and Custom Layer properties for activated objects.
IMPORTANT: Rigid.activation.layer field was changed from String type to Int type.
Enable Change Layer in Activation Properties and define Layer which was
defined by string in older builds in case you defined different layer for activated objects.
- Rigid. Changed layer reset for activated objects with changed Layer.
- UI. Opened foldouts don't close in Play Mode.
[1.48]
- Rigid. New UI.
- Rigid. Limitations Tag changed to TagField.
- Rigid. Children with Shatter component get Use Shatter enabled when get Rigid component at parent demolition.
- Rigid. Connected cluster By Mesh connectivity type renamed to By Triangles.
- Rigid. New By Polygons and ByBoundingBoxAndPolygons connectivity types.
- RigidRoot. New UI.
- RigidRoot. Limitations Tag changed to TagField.
- RigidRoot. Fading fix for shards which were clusterized and then demolished.
- Activator. Activation by Collider collision.
- Activator. Activation by Particle System collision.
- Connectivity. Connectivity activation event, tutorial script and scene.
- Connectivity. By Mesh connectivity type renamed to By Triangles.
- Connectivity. New By Polygons and ByBoundingBoxAndPolygons connectivity types.
- Blade. Fix for not removed empty roots.
- Blade. Removed "_fr_" name appendix for slices to avoid very long names.
- Wind. UI fix.
- Wind. Noise Scale preview fix.
- Linux build fix.
[1.47]
- Rigid. Activation By Local Offset relative to parent.
- Rigid. Demolished fragments do not copy Outer Material from original object.
- Rigid. Mesh Demolition Clusterize property now demolishes clusterized fragments at collision.
- Rigid. Mesh Demolition Seed property can be set to 0. Allows to generate random seed for every demolition.
- Rigid. Use Shatter consider Amount Variation property for Voronoi, Slabs and Splinters fragmentation types.
- Rigid. After Mesh demolition all children with mesh get Rigid component and continue simulation as fragment.
- Rigid. Contact Bias property for Awake Precache and Awake Prefragment always 0.
- Rigid. Center Bias fix for Awake Precache and Awake Prefragment when used with Shatter component.
- RigidRoot. Activation By Local Offset relative to parent.
- RigidRoot. Editor Setup and Reset Setup fix for applied and destroyed colliders.
- RigidRoot. Editor Setup and Reset Setup fix for shards with Rigid component.
- RigidRoot. Warning and fix for destroyed shards/components after Editor Setup.
- Connectivity. Fracture group of properties. Allows to activate or clusterize group of shards by trigger collider.
- Connectivity. Public method Fracture (Collider collider, int debris). Collider should be set to trigger.
- Connectivity. RayFireMan Parent property fix for clusterized groups of activated shards.
- Shatter. Low poly elements fix for Slice frag type.
- Shatter. Input Precap property now works for Runtime mode as well.
- Sound. Play Once property for sound events.
- Gun. Default Damage value changed from 1 to 100.
[1.46]
- Rigid. MeshRoot object Reset properties copy to fragments fix.
- Rigid. Reference Demolition support for reference without Rigid component.
- Rigid. Nested Cluster Demolition depth fix.
- Debris and Dust. Demolition emit support for sliced Rigid Mesh object.
- Debris and Dust. Demolition emit support for sliced by method Rigid Connected Cluster object.
- Sound. Demolition sound support for sliced Rigid Mesh object.
- Sound. Demolition sound support for sliced by method Rigid Connected Cluster object.
- RigidRoot. Activation Event support for RigidRoot shard activation.
- RigidRoot. Use Gravity fix for activated shards.
- RigidRoot. Mass By property fix.
- Blade. New Skin property. Add RigidBody component in order to detect collision with Skinned Mesh objects.
- Blade. Slice plane data stored in "slicePlanes" array after slice: [plane position, plane direction].
- Assembly name fix.
[1.45]
- Bomb. RigidRoot support.
- Bomb. Activate Inactive property. Allows to activate Inactive objects and Explode them.
- Bomb. Inactive objects not affected by explosion if inactive Activation is disabled.
- Shatter. Split Rotation property for Bricks fragmentation type.
- Shatter. Clustering Seed 0 provides random seed each time.
- Rigid. Already initialized Rigid for Reference Demolition fix.
- Rigid. Unyielding support for sliced Mesh object type.
- Rigid. Unyielding support for demolished Mesh object type.
- Activator. UI fixes.
- Fragmentation multithreading fix.
- IL2CPP. Demolition with clustering fix.
- Updated documentation.
[1.44]
- Shatter. New Bricks fragmentation type.
- Shatter. New Voxels fragmentation type.
- Shatter. New user interface.
- Shatter. Custom frag type .transforms and .vector3 fields changed from array to list.
- Shatter. Removed outer material property field.
- Shatter. Fix for Skinned Mesh fragmentation with scaled parents.
- Activator. New user interface.
- Activator. New Force group of properties. Allows to add initial velocity and spin to activated fragments.
- Activator. New public method SetGizmoType () to change gizmo type and collider at runtime.
- Rigid. Ignore Near property support for Awake Prefragment and Runtime Mesh demolition fragments.
- Rigid. Collision demolition optimizations.
- Rigid. Transformation offset fix for Demolition() method.
- Rigid. Fix for Skinned Mesh demolition with scaled parents.
- RigidRoot. Not connected fragments activation fix.
- RigidRoot. Fix for activated shards without RigidBody component.
- Manager. New button and public method DestroyAll () to destroy all fragments.
- Manager. New user interface.
- Blade. New user interface.
- Blade. Target field removed.
IMPORTANT: Add object which was in Target field to Target List to get previous behaviour.
- Connectivity. New user interface.
- Bomb. New user interface.
- Gun. New user interface.
- Sound. New user interface.
- Recorder. New user interface.
- Unyielding. New user interface.
- Combine. New user interface.
- Snapshot. New user interface.
- Restriction. New user interface.
- Vortex. New user interface.
- Wind. New user interface.
- Debris. New user interface.
- Dust. New user interface.
IMPORTANT: Dust's ".dustMaterials" field wad changed from Array to List.
[1.43]
- RigidRoot. Support for children with Rigid component with MeshRoot object type.
Allows to have multiple prefabs with fragments as RigidRoot children for custom Physics properties and particle generation.
With Connectivity component all prefab fragments will be connected at RigidRoot Initialization into single connected structure.
- RigidRoot. Support for empty root children without component with mesh fragments as children.
- RigidRoot. Editor Setup method and button. Performs most resourceful operations in Editor.
Add RigidBody and Collider components to all shards, calculate connections info for Connectivity component.
Instantiation of RigidRoot prefab with 1400 connected fragments ready for demolition takes 44 Ms instead of 13 SECONDS without Editor Setup.
- RigidRoot. Optimized connectivity data storage for prefabs.
- Rigid. Skinned Mesh demolition By Collision.
- Rigid. Connected Cluster demolition one frame freeze fix.
- Rigid. Editor Setup support for MeshRoot object type. Performs most resourceful operations in Editor.
Add RayFire Rigid and Collider components to children, calculate connections info for Connectivity component.
- Connectivity. Can be used only with MeshRoot Rigid or with RigidRoot components.
- Connectivity. Removed Connectivity setup buttons.
- Connectivity. Removed automatic runtime initialisation.
IMPORTANT. Use public void Initialize() method in case of runtime component add.
- Connectivity. New Expand property. Expands shards bounding box for better connectivity between shards.
- Bomb. New Deletion property, measures in percentage relative to Range property, allows to destroy objects in Deletion range.
- Bomb. Explosion position calculation fix for Height Offset property.
- Bomb. Explosion gizmo now consider Height Offset property.
- Bomb. Restore fix for exploded and deleted objects with Rigid component.
- Gun. New Impact Type property. Allows to choose between AddExplosionForce or AddForceAtPosition impact type.
IMPORTANT: It was used AddForceAtPosition in previous builds. Now default type is AddExplosionForce. Change your setup accordingly.
- Unyielding. Can be used with MeshRoot setup for setting custom simulation type without Connectivity component.
- Manager. Self initialization at Reset().
[1.42]
- Mac and iOS library fix.
- RigidRoot. Support for children with Rigid component with Mesh Object Type for custom properties.
- Rigid and RigidRoot. Duplicate coroutines fix.
- Rigid. Connected Cluster demolition fix for secondary Connected Clusters (Min and Max properties).
[1.41]
- Lib. Fragmentation freezing fix.
- Debris and Dust components public method Emit() returns created particle system.
- Debris and Dust components new public method Clean() to destroy all created particle systems.
- Rigid. New Sim Type property in Mesh Demolition properties. Set custom simulation type for fragments.
IMPORTANT. This affects Kinematic object demolition because the default value is Inherit.
Fragments won't be simulated as dynamic after demolition and will stay Kinematic.
Set Sim Type property to Dynamic to get original simulation behaviour.
- Rigid. New Shard Amount property in Fading.
Prevent fading of clusters with the amount of shards bigger than a defined value.
- Rigid. Connected Cluster Demolition fade fix.
IMPORTANT. Now partially demolished main Connected Cluster also initiate Fading.
Use Shard Amount property to prevent its fading if it is too big to fade.
- Rigid. Integrity fix for Connected Clusters created in runtime.
- RigidRoot. Fade By Offset fix for Connected Clusters created by Connectivity.
[1.40]
- Shatter. New Combine Children property in Advanced properties.
Allows to combine all children meshes into one mesh and shatter this combined mesh.
- Debris & Dust. Collides With property changed to Layer Mask and allows to select layers instead of Everything or Nothing choice.
IMPORTANT: Make proper adjustments in your prefabs and setups to get the same collision behaviour.
- RigidRoot. Cached RigidRoot with Connectivity fix.
- Rigid. Instant (after initialisation) demolition fix.
- Rigid. Demolished fragments velocity fix.
- Blade. Public variable "rigid" to get sliced object at local or global slicing event.
- Combine. Maximum amount of combined mesh vertices (65535) warning and fix.
- Updated Documentation and new How-Tos.
[1.39]
- RayfireAssembly and RayfireEditorAssembly assembly definition assets.
- RigidRoot. Reset support. Fading Reset support.
- RigidRoot. New By Offset fading initiation.
- Rigid & RigidRoot. Move Down fade type renamed to Fall Down. New Move Down fade type which actually move object down.
- Rigid & RigidRoot. New Set Static fade type.
- Rigid & RigidRoot. New Set Kinematic fade type.
- Rigid. New By Offset fading initiation.
- Rigid. Clusterize property fix for Awake Precache and Awake Prefragment demolition types.
- Rigid. Mesh Root transform reset fix.
- Rigid. Mesh Root Unyielding components reset fix.
- Rigid. Reference Demolition with particles fix.
[1.38]
- Runtime demolition and Editor fragmentation for Linux platform.
- Shatter. Automatic UV generation for objects without UV coordinates.
- Rigid. New Clusterize property for demolished mesh. Allows to clusterize fragments created during runtime demolition.
- Rigid. New By Collision property in Limitations. Allows to enable/disable demolition by collision.
- Rigid. Mesh Root reset support.
- Rigid. New Connectivity property in Rigid Reset properties.
- Rigid. Mesh, Nested Cluster and Connected Cluster Reset fixes.
- Rigid. New Layer property in Activation properties. Allows to set custom layer for activated objects.
- Rigid. Public SaveInitTransform () method to overwrite initialize position for fragments and shards.
- Rigid. Parenting for demolished Connected Cluster shards fix.
- Rigid. Awake Prefragment demolition depth fix.
- Rigid. Limitation Tag copy to fragments fix.
- Connectivity. Reset support via Rigid with Mesh Root type on the same object.
- Fixed help links.
[1.37]
- Rigid. Physics. Ignore Near property. Allows to disable collision between near fragment to avoid unstable simulation.
Works only for Mesh Root and Connected Cluster object types.
- Rigid. Reference Demolition Velocity fix for referenced Connected Cluster.
- Rigid. Tag string in Limitations properties. Allows to demolish object by collision only with objects with specific Tag.
- Rigid Root. Ignore Near property in Physics properties.
- Rigid Root. Setup Cluster fix for shards with changed simulation type.
- Rigid Root. Fix for Box and Sphere collider Types.
- Connectivity. Fade support for clusterized shards.
- Shatter. Smooth property in Advanced properties.
Allows to smooth fragments inner surface and avoid face splitting with vertex displacement shader.
- Shatter. Fragments inherit original object tag and layer.
- Shatter. Fragmentation fix for objects with 180 degree rotation over any axis.
- Shatter. Planar object fragmentation fix.
- Blade. Demolition Action Type fix.
- Bomb. At Start detonation property.
- Manager. Deactivate & Activate support.
- Manager. Fragments storage root. Contains all fragments and destroy all empty roots when fragments destroyed.
- How-to fixes.
[1.36]
- Unyielding. Simulation Type property. Allows to set Inactive or kinematic simulation type for overlapped objects.
- Unyielding. Overlap scale fix for scaled parents.
- Connectivity. Activation of last activatable unyielding shard fix.
- Rigid. Dampening property fix for Connected Cluster Demolition.
- Tutorials. Several new simple HowTo tutorials in RayFire/Info/HowTo folder.
[1.35]
- Rigid Root. Physics properties support.
- Rigid Root. Debris and Dust support.
- Rigid Root. Sound support.
- Rigid Root. Demolition properties.
Allows to set Rigid properties for Connected Clusters created during Connectivity simulation.
- Rigid Root. Deactivate & Activate support.
- Rigid Root. Setup Root method.
Perform all the most time consuming operations in Editor to avoid them in Awake.
- Rigid Root. Fade By Size property fix.
- Physics properties. New Solver Iterations count property.
- Connectivity. Demolishable Cluster created by Activation fix.
- Activator. Check Rigid and Check Rigid Root checkboxes.
- Rigid. Mass By Mass property fix for new fragments.
- Rigid. Object simulation fix on platforms with unsupported runtime demolition.
- Slicing fix for Mac platform.
- Tutorials. Several new simple HowTo tutorials with scenes in RayFire/Info/HowTo folder.
[1.34]
- Connectivity. New Stress feature. Allows to erode connections among Shards and demolish connected structures
based on their size, connection angle and gravity. Can be Initiated By Method, At Start or By Integrity.
- Connectivity. Start Collapse property. Allows to initiate collapse By Method, At Start or By Integrity.
- Connectivity. Stop Collapse button and Method.
- Rigid. New Inherit Materials property for Reference Demolition.
- RigidRoot. Fading support.
- RigidRoot. Gun shooting support.
- Gun. AffectRigidBodies property renamed to RigidBody. New Affect Rigid and RigidRoot checkboxes properties.
[1.33]
- Manager. Collision Detection property renamed to Mesh and works only for Mesh objects.
- Manager. New Collision Detection property Cluster for Clusters objects.
- Manager. Activation Parent property. Allows to define gameobject which will be a parent for all activated objects.
- Unyielding. Public method Activate() and Button for Connectivity and Connected Cluster.
Activates overlapped Unyielding fragments/shards if they are activatable.
- Unyielding. Removed Initialization property. Component should be added only to the root of simulated objects.
Now Unyielding component initialized only by Connectivity component and Rigid with Connected Cluster object type.
- Unyielding. Unyielding property. Set Unyielding property for overlapped children Shards/Rigid components.
- Unyielding. Activatable property. Set Activatable property for overlapped children Shards/Rigid components.
- Unyielding. Multiple layer support for children objects. Overlap optimization.
- Shatter. Disabled Decompose support for Slice fragmentation type.
- Shatter. Size filtering fix for Skinned Mesh fragmentation.
- Rigid. MeshRoot Reset support.
- Rigid and Connectivity. Magenta preview color for activatable unyielding Shards/Rigids.
- Debris and Dust. Light Probes property.
- Blade. Force apply fix for small and big fragments.
[1.32]
- Manager. Default collision detection type changed to Discrete. Other types cause unstable simulation for clusters.
- Rigid. Planar Check property in Physics. Do not add Mesh Collider to objects with planar low poly mesh.
- Rigid. Skinned Mesh demolition by Damage Apply.
- Shatter. Absolute and Relative Size filtering properties in Advanced Properties. Exclude small fragments.
- Shatter. Planar filtering property in Advanced Properties. Allows to exclude fragments with planar meshes.
Small and Planar fragments cause unstable simulation and in some cases PhysX unable to cook mesh collider convex hull for them.
- Shatter. Add and Remove Mesh Colliders to Last Fragments.
Allows to quickly test if generated fragments have any kind of topology problems with PhysX convex hull cooking engine.
- Shatter. Fix for parts of fragments meshes being inside another fragment mesh with decompose Off.
- Shatter. Missing inner faces fix with Slice on Mac platform.
- Manager. Collider Size property. Do not add Colliders to small objects with size less then this value.
- Blade. Slice with damage fix.
- Sound. Mesh Root copy fix.
[1.31]
- Dll. Slice Crash fix for Mac platform.
- Blade. Damage property. Allows to apply damage to sliced object and slice it only after maximum damage reached.
- Connectivity. Connections fix after exiting Play Mode.
- Shatter. Remove Inner Fragments fix.
- New static bool variable "silentMode" in static RFFragment class. True by default. Prevent warning messages in console.
- RigidRoot WIP. Activator and Connectivity components support.
[1.29]
- Dll. Slice Crash fix.
- Rigid. Reference Demolition fix for reference fragments with Rigid component and Add Rigid property On.
- Rigid. Activate and Fade methods support for Mesh Root Rigid. Initiates Activation and Fading for it's children fragments.
- Rigid. Gameobject Disabling/Enabling support.
- Rigid. Connected Cluster fix and warning for connection preview with deleted shard.
- Connectivity. Gameobject Disabling/Enabling support.
- Shatter. Default Seed value set to 0. Seed 0 allows to generate random point cloud everytime.
- Activator. Local Position List animation type.
- Activator. Tutorial scenes.
- Updated documentation and tooltips.
- New RayfireRigidRoot component. Work in Progress. Not finished.
[1.28]
- Updated documentation and tooltips.
- Rigid. Kinematic objects get mass.
- Rigid. New Mass By Rigid Body Component property. Allows to use mass of applied Rigid Body component.
- Rigid. Mesh Root doesn't overwrite child Rigid Properties if child already has Rigid component.
- Rigid. New Action dropdown property for Reference Demolition. Allows to Instantiate defined reference or use reference itself.
- Rigid. SetActive (bool state) method.
- Bomb. New Destroy property. Allows to automatically destroy game object with bomb after explosion.
- Unyielding. Initialization Fix.
[1.27]
- Updated documentation and tooltips.
- Manager. Interpolation property for simulated objects RigidBody component.
- Bomb. Connected Cluster explosion with demolition by Damage fix.
- Rigid. Amount Integrity info. Show current/initial amount of shards and cluster integrity in percentage. New Read Only AmountIntegrity property.
- Connectivity. Amount Integrity info. Show current/initial amount of shards and cluster damage in percentage. New Read Only AmountIntegrity property.
- Connectivity. Reset Shards button and method. Reset transform and Rigid components for Connectivity Shards. Does Not support clustered shards yet.
- Blade. Cooldown filter property. Allows to temporarily disable Blade component for defined time to prevent constant slicing.
- Blade. Slice of Inactive and Kinematic objects with Unyielding component to activate only one half.
- Blade. Force property. Allows to add to sliced fragments additional velocity impulse to separate them.
- Blade. Affect Inactive property for Force. Allows to apply force only to Activated half of sliced Inactive object.
- Unyielding. Collider overlap fix for scaled objects.
[1.26]
- Updated documentation and tooltips.
- Sound. Volume fix.
- Sound. Audio Mixer output group support for each sound event.
- Shatter Editor fix for custom point cloud on Linux platform.
[1.25]
- Rigid. Fix for demolition of objects with scaled parents.
- Rigid. Mesh root object type copies RayFire Shatter component to children.
- Rigid. Reference demolition scale fix.
- Rigid. Non Static simulation type and Static object warning.
- Rigid. Dust and Debris fix for duplicated Clusters.
- Rigid. Cluster demolition sound fix.
- Rigid. Empty Reference Demolition emits Debris and Dust particles.
- Rigid. Collision Detection Mode fix for demolished fragments.
- Shatter. Fix for fragmentation of objects with scaled parents.
- Shatter. Fix with inner and outer material.
- Connectivity. Missing shards check and warning.
- Recorder. Fix for key reducing.
- Bomb. Explosion with demolition fix.
- Bomb. Kinematic object Activation by Explosion fix.
- Gun. Demolition fix.
- Manager. Fragments parenting fix.
- Linux script compilation fix.
- FAQ.txt help file.
[1.24]
- New Rayfire Sound component.
Allows to play audio clips on Initialization, Activation, and Demolition.
- Shatter. Vertex Limitation in Advanced Properties.
Automatically shatter again fragments with the amount of vertices higher than defined value.
- Shatter. Export Meshes remember the last saved folder.
- Connectivity. Can be added in runtime. The default connectivity type changed to Bounding Box.
- Connected Cluster created in runtime inherits Layer and Tag from the original object.
- Rigid. Demolished Kinematic object fragments turn to Dynamic objects.
[1.23]
- Rigid. Removed Obsolete Manual Precache, Manual Prefab Precache and Manual Prefragment demolition types.
Replaced by Reference Demolition: Prefragment with Shatter -> Mesh Export -> Prefab -> Reference Demolition.
- Rigid. Static objects can be demolished by Method and by Demolish button.
- Rigid. New Inherit Scale property in Reference Demolition.
- Rigid. Fixed bug with Runtime Caching.
- Rigid. Fixed bug with Demolished source and generated Impact particles.
- Rigid. Fixed bug with Demolished object Reset and unstable simulation.
- Rigid. Fixed bug with Demolished object Reset and generated particles.
- Rigid. Fixed bug with Reset/Reused fragments and Maximum fragments amount.
- Rigid. Fixed Reference demolition bug.
- Shatter. Default Center position changed from Pivot point to Bounding center.
- Shatter. Fragment to Last button. Delete only last fragments and Keep root.
Then creates new fragments under this root.
- Connectivity. Fixed bug with deleting children in runtime.
[1.22]
- Rigid. Setup Cluster button. Allows to do all heavy calculations in Editor and store all cluster data in prefab.
Instantiated prefab will be ready for demolition without any additional calculations.
- Rigid. Significant Connected and Nested Cluster demolition speed increase.
Demolished disconnected clusters do not recalculate all cluster data from scratch, but use and update existing data.
- Rigid. Connectivity check with unyielding fragments for demolished Kinematic Connected Cluster.
- Rigid. Connected Cluster Collapse.
- Rigid. Connected Cluster Filtering properties.
- Blade. Connected Cluster Slicing support.
- Gun. Connected Cluster shooting and demolishing support.
- Gun. Support for Impact of simulated objects without Rigid component.
- Activator. Connected cluster activation support.
- Connectivity. Clustering of not connected inactive groups
- Shatter. Fragmentation of objects with overlapped Double faces fix.
- Unyielding. Movable gizmo center.
- Dust. Rotation over Lifetime property.
- Connectivity. Collapse support. Manual and by method.
- Manager. Collision detection property.
- Rigid. Connected and Nested cluster reset support.
- New Restriction component. Removed from Rigid component.
- Unyielding. Manual and by method initialization.
[1.21]
- Rigid. Improved Runtime Demolition. Objects with curved open edges should be demolished now.
- Rigid. Visibility check limitation. Object will be demolished only if it is visible to any camera including scene camera.
- Rigid. Cluster Colliders setup optimization. Allows to Set up Mesh Colliders in Editor, reference them to object meshes and save in Prefab.
- Manager. Particle system (Debris and Dust) pooling.
- Dust. Support for multiple Dust materials.
- Combine. Size and Vertex threshold filters.
- Combine. Particle System mesh combining. Starting from Unity 2018.2
- Combine. Export to Mesh asset button.
[1.20]
- Android support. Runtime Demolition support for Android platform.
- Debris and Dust. New UI.
- Debris and Dust. Multiple Debris and Dust components support.
- Rigid. Mesh Root type copies Debris and Dust components to it's children.
[1.19]
- IOS support. Runtime Demolition support for iOS platform.
- Rigid. Mesh Input property. Allows to Input Mesh for demolition At Start or At Initialization
instead of at fragments caching like before and significantly decrease runtime fragmentation time for mid/hi poly objects.
- Rigid. Connected Cluster Demolition bug fix.
- Rigid. Demolished object's Mesh Read/Write Enabled property check and warning.
- Shatter. Mesh export to Unity asset. Allows to export fragments meshes to Unity asset and reference to them.
- Gun. Impact properties. Affect Inactive objects checkbox property.
[1.18]
- Shatter. Debris feature in Cluster group. Prevents fragments fragments from getting inside cluster.
- Shatter. Gluing feature renamed to Clusters.
- Shatter. Decompose property fix for Editor mode.
- Shatter. Splinters and Slabs fix for objects with multiple elements.
- Shatter. Advanced. Editor mode Input Precap property. Create extra triangles to connect open edges and close mesh volume.
- Shatter. Advanced. Editor mode Output Precap property. Keep or Delete fragment's faces created by Input Precap.
- Shatter. Advanced. Editor mode Remove Double Faces property. Delete faces which overlap with each other.
- Shatter. Advanced. Editor mode Element Size Threshold property. Do not fragment elements of mesh with size less than this value.
[1.17]
- Mac OS X support. Editor Fragmentation and Runtime Demolition support for Mac OS X platform.
- Rigid. Runtime demolition freeze fix with positive Contact Bias and Remover Collinear On.
[1.16]
- Blade. Action type property. Allows to Slice or Demolish collided objects.
- Shatter. Custom fragmentation type. Allows to use Custom Point Cloud for fragmentation.
- Shatter. Auto rescale fix for very small objects.
- Shatter. Center move and rotation manipulation fix.
- Shatter. Fragments without material fix.
- Shatter. Decompose fragmentation type fix.
- Manager. Removed Infinite Fall check feature. Replaced by Restriction feature in Rigid component.
- Rigid. Restriction group. Restricts object's simulation area By Distance and/or By Trigger.
Allows to Destroy/Deactivate/Fade/Reset object if it left this area.
- Rigid. Local and Global Restriction event subscription support.
- Rigid. Public method .Fade() and "Fade" button in inspector - allows to initiate fading.
- Rigid. Initiate fading "On Activation" and/or "On Demolition" checkboxes.
- Rigid. New Fading Life Type "By Simulation And Life Time" property.
Allows to start fading after object stops simulation movement.
- Rigid. "Object about to fade..." and "Fading in progress..." info notifications in inspector.
- Rigid. Reset/reuse support for fading or faded object/fragments.
- Rigid. Reset of activated Inactive object fix.
- Rigid. Total fragment amount with Destroy fading type fix.
[1.15]
- Discord channel: https://discord.gg/8G98JKj
- Windows x86 build support.
- Shatter. Support for geometry with multiple UV maps.
- Rigid. Reset. Allows to reset object to it's original position and reset all properties.
- Rigid. Reuse. Allows to demolish Mesh Object again after Reset using cached meshes or fragments from first demolition.
- Rigid. Physics. Use Gravity checkbox.
- Rigid. Physics. Fragments Dampening property. Allows to adjust initial velocity of demolished fragments.
- Rigid. Damage. Collision Multiplier property.
- Rigid. Damage. Collect Collision property renamed to Collect.
- Rigid. Fading. Move Down Fading fix for Inactive fragments.
- Rigid. Connected Cluster demolition fix.
- Rigid. Create automatic collider if object already has collider but it is trigger.
- Rigid. Static objects do not get automatic Rigid Body component and can not be demolished.
- Rigid. Start operations moved in Awake.
- Manager. Removed global Post Demolition group of properties.
Now every Rigid component has it's own Post Demolition properties in Reset group.
[1.14]
- Shatter. "Get FBX Exporter" button. Open Free FBX Exporter package page at Asset Store.
- Rigid. Initialization property. By Method and At Start Initialization types. Default type set to By Method.
- Rigid. New Reference Demolition type. Allows to demolish Mesh or Cluster to referenced object: prefab, fbx asset, other scene object.
- Rigid. Mesh Demolition property in Cluster demolition group.
- Rigid. Prefab Precache demolition type renamed to Manual Prefab Precache.
- Rigid. MeshRoot object activation fix.Keep
- Rigid. Move Down fading fix for sleeping objects.
- Rigid. Rotation fix for copied objects with Manual Precache and Manual Prefab Precache demolition types.
- Rigid. Fix for cluster colliders scale and rotation.
- Rigid. Fix for cluster colliders physic material.
- Rigid. Removed By Collision activation type.
- Rigid. Activation By Damage fix.
- Debris and Dust fix.
- Common. All RayFire public components and classes were isolated in "RayFire" namespace.
[1.13]
- IMPORTANT! There are significant UI changes in Rigid component in build 1.13, some properties were relocated, some renamed.
Read following changelog carefully. You will need to fix your Rigid components in case you are going to upgrade from older builds.
Sorry for inconvenience but plugin is growing and this should have been done sooner or later.
- Full Windows 10 support. No need to copy tbb.dll into build folder.
- Unity 2018.1, 2018.2, 2018.3 support.
- Removed Tutorial scenes because of incompatibility with Unity 2018.1, 2018.2 and 2018.3 builds.
They will be recreated and returned in next build.
- Shatter. Unsafe mode checkbox removed. Replaced with dropdown with Runtime and Editor fragmentation modes.
Unsafe mode renamed to Editor mode. Safe mode renamed to Runtime mode.
- Shatter. Editor fragmentation mode. Fixed bug for Splinters and Slabs with low fragments amount.
- Shatter. Editor fragmentation mode. Exclude Inner fragments property.
Allows to remove all inner fragments and keep only fragments on the surface.
- Rigid. Physics. Collider type property. Provides Mesh, Box and Sphere colliders.
- Rigid. New Activation group. All activation properties were moved from Physics group to Activation group.
- Rigid. New Limitations group. All limitation properties were moved from Demolition group to Limitations group.
- Rigid. New Cluster Demolition group. All Cluster properties were moved from Demolition group to Cluster Demolition group.
- Rigid. Demolition group renamed to Mesh Demolition group.
- Rigid. New Advanced Properties group in Mesh Demolition properties.
- Rigid. Advanced Properties. Custom Layer string field. Allows to set custom Layer for fragments.
By default fragments get Layer from demolished object.
- Rigid. Advanced Properties. Collider Type property. Provides Mesh, Box and Sphere colliders.
- Rigid. Advanced Properties. Collider Size Filter type property.
Fragments will not get Collider if their size less than Size Filter value.
- Rigid. Interior group renamed to Materials.
- Rigid. Materials. Outer Material property. Allows to apply new material to fragments.
- Rigid. Remove Collinear property moved to Advanced Properties group.
- Rigid. Decompose property moved to Advanced Properties group.
- Rigid. Slice by Blade property moved to Limitation group.
- New RayFire Debris component. Debris Particle group moved to own component.
- New RayFire Dust component. Dust Particle group moved to own component.
[1.12]
- Connectivity. New Rayfire Connectivity component for Inactive & Kinematik objects activation.
Activates objects if they are not connected with Unyielding objects.
- Unyielding. New Rayfire Unyielding component. Sets objects as Unyielding by it's gizmo.
- Rigid. By Connectivity activation type.
- Rigid. By Damage activation type.
- Rigid. Unyielding property.
- Rigid. Mass By property. Allows to choose between two methods: By Material Density and By Mass property.
- Rigid. Mass property. Allows to set exact mass for object in case Mass By set to By Mass property.
- Manager. Minimum Mass property. Defines minimum mass for simulated rigid bodies.
- Manager. Maximum Mass property. Defines maximum mass for simulated rigid bodies.
- Shatter. Unsafe fragmentation mode fixes for objects with open edges.
[1.11]
- Rigid. Fixed bug with Demolition of Connected cluster.
[1.10]
- Fixed bugs for iOS and Android builds.
[1.09]
- Shatter. Unsafe mode fix for small objects.
- Shatter. Unsafe mode fix for Splinters and Slab fragmentation types.
[1.08]
- Shatter. Unsafe mode for complex multi element hi poly objects fragmenting. Use it if Safe mode shows "Bad Mesh" errors.
- Shatter. Remove Collinear toggle. Removes collinear vertices and decrease amount of unnecessary triangles.
- Rigid. Remove Collinear toggle.
- Bomb. Kinematik object explosion bug fix.
[1.07]
- Recorder. New Rayfire Recorder component. Record dynamic simulation into animation clip,
Play as animation in Runtime as Kinematik objects with ability to return back to simulation as Dynamic objects.
- Snapshot. New Rayfire Snapshot component. Save demolished/simulated objects in Runtime,
Load in Edit mode in scene for environment modeling purposes.
- Rigid. Compress Mesh data property for Prefab Precache demolition type. Decrease Prefab size twice.
- Fixed bug. Prefab Precache demolition type.
- Fixed bug. Prefab Precache submesh count.
[1.06]
- Combine. New Rayfire Combine component. Combines meshes into single mesh. Supports Multi-Material and SkinnedMesh objects.
- Rigid. Runtime caching. Allows to cache fragment's meshes over multiple frames to prevent FPS drop in case of high amount of fragments or hi-poly mesh.
- Rigid. New SkinnedMesh Object type. Support for runtime demolition and editor slicing of SkinnedMesh objects.
- Rigid. Removed Exclude Object type.
- Rigid. Demolition type Precached was renamed to Awake Precache. Precache fragment's meshes in awake.
- Rigid. New Demolition type Manual Precache. Allows to demolish objects to manually precached fragments.
- Rigid. Demolition type Prefragmented was renamed to Awake Prefragment. Prefragment object in awake.
- Rigid. New Demolition type Manual Prefragment. Allows to demolish objects to manually prefragmented objects.
- Rigid. Helpful console messages. Will notify if you have wrong setup.
- Manager. Drag and Angular Drag properties in Material Preset.
- Fixed bug. Fragmentation of objects with normal map.
- Fixed bug. Fragmentation of objects with several materials and negative scale.
- Fixed bug. Manual Prefragment creates Manager (if it is not created) and setup physics accordingly to Material Presets.
- Fixed bug. Manager / Advanced demolition properties / Shadow Casting size threshold property now work correctly.
[1.05]
- Common. DotNET 3.5 support.
- Shatter. Multi-material object fragmentation. IMPORTANT: All manually precached objects should be precached manually again.
- Shatter. SkinnedMesh fragmentation support.
- Manager. Material Presets. Customizable material density, solidity, friction and bounciness.
- Rigid. Destructible state check. Demolish only objects with Destructible material. Can be changed in RayfireMan material presets.
- Rigid. Tooltips for properties.
[1.04]
- Rigid. Removed Explode by Bomb property.
- Fixed bug. Kinematik object activation.
- Fixed bug. Demolition of prefab with Precache demolition type.
- Fixed bug. Demolition Destroy fading type.
- Activator. Activator can activate Kinematik objects.
- Shatter. Repair property.
[1.03]
- Fixed bug. Platform dependent compilation. Runtime fragmentation will be evaluated now only on Win, OS X, Linux, PS4 and XboxOne platforms,
for other platforms you need to precache fragment's meshes or prefragment objects manually in Editor.
- Manager. Time Quota property. Maximum time in milliseconds per frame allowed to be used for demolitions.
- Shatter. Decompose fragmentation type.
[1.02]
- Updated documentation.
- Tutorial scenes.
- Rigid. Demolition Decompose property
- Rigid. Demolition event support, local and global.
- Rigid. Activation event support, local and global.
- Blade. Slice event support, local and global.
- Bomb. Explosion event support, local and global.
- Gun. Shot event support, local and global.
- Manager. Post demolition. Destroy/Deactivate property.
- Manager. Post demolition. Destroy delay property.
[1.01]
- Updated documentation.
- Shatter. Slices fragmentation type.
- Shatter. Decompose property.
- Shatter. Gluing properties.
[0.92]
- Updated documentation.
- Online Help references. Every component has link (Book icon on top) to online help page.
- RayFire category with all components in Add Component Menu.
- Manager. New MonoBehaviour script.
- Manager. Object pooling for fragments.
- Manager. Optional gravity multiplier.
- Manager. Global Infinite Fall check.
- Manager. Global Maximum Fragments Amount limitation.
- Manager. Global Solidity property.
- Rigid. UI change.
- Rigid. Removed local Infinite Fall check.
- Rigid. Removed local Maximum Fragments Amount limitation.
- Rigid. New object type - Mesh Root.
- Rigid. New object type - Connected Cluster.
- Rigid. Cluster object type renamed to Nested Cluster.
- Rigid. Safe seconds variation, hardcoded, in random range from 0 to 2 seconds.
- Bomb. Audio support.