Build From
As well as having the elements of the mesh build in from the direction controlled by the origin and projection values it maybe that you prefer your parts to come from a certain position or from an object, in that case you can make use of the Build From feature. This allows you to set up any number of objects to be the source locations for the parts. You can control the size of the area the parts come from and the direction they leave the object. Artificer will compute a smooth path for you and you also have control over the shape of that path.
A further option is the build from object can be a Unity Spline which gives even more choices for how objects will animate to their destinations.

Build From Mode
If you have multiple build from objects you can tell the system to either choose the nearest object to the elements final destination or just pick one randomly from the list.
None - Artificer will not use the build from objects.
Nearest - Will use the nearest Build From object to the elements final position
Random - Will pick a Build From object at random
Build From Objects
This is where you can add any number of Objects to have Artificer use as source locations for the element animations. Use the + and - buttons to add and remove objects to the list.
Build From
This the GameObject that will be the location of the build from. If this object is a Unity Spline then you can say whether to use the spline as the starting point in which case the nearest point on the spline to the final destination will be the elements starting point, or you can tell the system to move the element along the spline until it reaches the nearest point and then a smooth path will be calculated to move the element into place.
Build From Box
You can define a box as the source area for the element and Artificer will pick a random start point inside that box as the starting point for the animation.
Build From Offset
You can also offset the box from the Gameobjects pivot point if needed.
Start Dir
This value controls the initial direction the element will take from the object as it builds. This is a normalized vector.
Start Tension
Artificer will compute a smooth spline from the start position to the end position. You have control over how tight this spline is by changing the Tension value for the start and end points of the spline. This value will control the tension of the start of the spline.
End Tension
This controls how tight the spline is at the end of the path from the build from object to the final location of the element.
Spline Dir Calc
For the final end direction of the spline you can choose whether to use the Origin or the Sort Origin.
Origin - Use the direction from the Origin location through the element location as the final end direction of the spline path.
Sort Origin - Use the direction from the Sort Origin location through the element location as the final end direction of the spline path.
Spline End Project
You may want more control over the final direction of the end of the path if so you can alter the value using the projection value, this will be multiplied against the computed direction vector so you can easily remove an axis by setting the value to 0 or reduce or amplify the axis value or even negate it if required.
Spline Mode
If you are using a Spline as the build from game object then you can choose either to have the path computed from the nearest point on that spline to the elements final location as the starting point of the spline or you can tell Artificer the move the element along the spline until it reaches the nearest point and then it will use a smooth spline from that position to the elements final location.
Build From - Use the nearest point on the spline as the starting point.
Move Along - Move along the spline until it reaches the nearest point then move into position.
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