73 lines
3.3 KiB
Plaintext
73 lines
3.3 KiB
Plaintext
RayFire for Unity FAQ.
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1.
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Q. Why I can't demolish objects which I have as FBX asset.
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A. Turn On Read/Write Enabled property in Import Settings.
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2.
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Q. How to apply different material for inner fragments surface?
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A. Both Shatter and Rigid components have Material group of properties.
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You can set your custom material for fragment's inner surface in Inner Material field.
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3.
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Q. Why copy/pasted in Edit Mode component doesn't work as it should in Play mode?
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A. Do not copy/paste initialized components or components which allows to Setup them and cache some specific data.
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Also do not copy Rigid component if it is Connected Cluster with cached connections.
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Instead use Copy Component, Add new component and then use Paste Components Values.
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4.
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Q. Why my Connectivity setup collapses immediately at Start?
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A. Connectivity setup works only with Inactive and Kinematic fragments and need at least one Unyielding fragment.
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With Mesh object type Unyielding fragment can be defined in Rigid/Activation properties.
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With Mesh Root object type you need to use Unyielding component on the same root object,
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it's gizmo should overlap some fragments usually at the bottom of structure.
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All fragments will check for connection with Unyielding fragments through other fragments.
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5.
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Q. Why my fragments explodes immediately at Start?
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A. This happens when fragments colliders overlap with each other.
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At Start they start pushing each other and cause explosive simulation.
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Make sure that fragmented object doesn't have interpenetrated elements.
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Also, in some cases mesh has no interpenetration,
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but fragments collider may have because dynamic colliders are always convex.
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6.
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Q. Why I can't demolish Rigid object right after it was initialised?
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A. Decrease Time property value in Limitations properties.
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It prevents object from being demolished after initialisation.
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7.
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Q. I am on Mac and I am getting "libRF_CNative.bundle can't be opened
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because Apple cannot check it for malicious software" waning.
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How can I fix this?
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A. Check out this page for more info about how to solve this problem.
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https://support.apple.com/en-us/HT202491
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8.
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Q. Why I get less fragments then I set in Shatter Amount property?
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A. Amount property defines amount of points in Point Cloud generated in objects bounding box.
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Some points could be outside of mesh volume and may not generate fragment.
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9.
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Q. Why I can't demolish objects and get more than 1000 fragments?
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A. This is default maximum amount of fragments you can get by demolition.
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In order to change this value you should create empty game object, add RayFire Man
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and define bigger Maximum Amount property value. |