Split Options

Split Options Inspector.

Sort Origin

The order the parts are built and dismantle is mainly controlled by how far the split mesh element is away from the sort origin, or sort spline as we will see later. With objects closest to the Sort Origin being built first and dismantled last. You can position the Sort origin with this value, there is also a tool you can use to move it directly in the scene view.

Build Order being effectd by the Sort Origin location.

Use Sort Spline

Enables the use of a Unity spline to control the sort order and hence the build order of the elements. The system will find the nearest point on the sort spline to the final position of the element in the mesh and that position along the spline will be used to sort the elements.

Sort Spline

You can make use of Unity Splines to define a path that will be used to sort the elements. This will give you complete control over which parts of an object are built first or you could have a scene slowly assemble along a path so objects appear as you walk along for example. It is a powerful feature that gives a lot of control.

Extra Options when a Sort Spline is used.

Sort Spline Select

This is where you select the spline that will be used to sort the elements, it is a Unity Spline which you will need to have in your scene already.

Sort Spline Bias

This bias control allows you more control over the order elements are built with a spline. The lower this value then elements will be built more as wave moving along the spline so elements a distance away from the nearest spline point will start to build before elements further along the spline. With a higher value then items close to spline will start to build first and then elements further from the spline will fill in later. It is best to play with this value to see the effect it can have on your build.

Sort Mode

You have different options for how elements are sorted, the default option is Position, this will use a point on each element, which you can control, to calculate the sorting distance and thus the build order, but it might be you want to have the object be built by material order, eg. bricks, then windows, then the roof. Or you can select other options for more special cases.

None - No sorting is done, will just use the order the system splits the mesh into.

Position - Will use a point on the mesh to calculate the distance from the Sort Origin and will sort by that distance.

Material - Will sort by materials, the order of which is defined below.

Position Material - Will sort by position first and if any same values will then use material order.

Material Position - Will sort by material and then by position for each material set.

Random - Will just do a random order.

Sort Distance Mode

This allows you to select which part of the elements mesh will be used to determine the distance.

Closest - Will find the closest point on the mesh to the Sort origin for the distance calculation.

Furthest - Will find the furthest point on the mesh to the sort origin for the distance calculation.

Center - Will use the distance from the center of the mesh to the sort origin for the distance calculation.

Sort Modifier

This value is added to the distance value before any sorting so you can use this to easily move the building of this object in the final sequence, for example adding a large -ve value will mean this object is assembled before anything else and adding a large +ve value means it will be built last.

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