Universal Colliders
Houmgaor
$29.99
(no ratings)
Date |
Price |
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日期和时间 |
价钱($) |
11/25(2021) |
29.99 |
11/25(2021) |
20.99 |
12/02(2021) |
29.99 |
11/19(2024) |
29.99 |
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This package solves any collider issue. We build colliders for any mesh using only Unity built-in colliders, for precise collisions and maximum performances.
Never think again about colliders.Colliders are often an issue in your games: you are in a constant struggle between game performance putting as few colliders as you can, and realism. Moreover, Unity does not support non-convex mesh colliders.This package uses a mathematically based method to generate colliders using Unity built-in types. The colliders have little impact on memory, so they can be generated at game start or during runtime without performance issues. They match your mesh, whatever it is, so you can use non-convex colliders at will.Moreover, thanks to our mesh subdivision utility, we also support perfect fitting mesh colliders, without limitations: you can generate non-convex mesh colliders with an unlimited number of triangles.The following package are under MIT License: Math.NET DLL plugin, as well as the 3D model of Suzanne, provided by The Blender Foundation.This package is aimed at professionals, so we limited the number of features to fully functional ones, with fully documented code (more than 66 pages of manual).## Core featuresSupport for oriented bounding boxes.Different volumes for OBBs (box, sphere, capsule, mesh).Boundicity parameter for sphere and capsule colliders to set the collider's volume from "contained in mesh" to "bounding mesh".## Manual control and debuggingMultiple settings in colliders preview are availableNone (no preview)Random ColorWire or Filled volume previewAbility to subdivide an individual OBB/UColliderLeaf and manual overriding.Ability to enclose triangles instead of individual vertices.## Generate colliders at Runtime or in the EditorSet up components in the Editor, and do not generate colliders to keep scenes small (generation will occur dynamically)Alternatively, Unpack Colliders completely to avoid any re-computation.The methods used are fast enough for HD meshes to get colliders at runtime.An extensive PDF documentation is included, with graphs and other explanations covering the code and methods used.See also the online documentation at universalcolliders.houmgaor.com.