Dismantle Options

As well as building your objects Artificer can dismantle them as well. The options in this section controls how the dismantling of the object will happen.

Artificer Dismantling Inspector.

Dismantle Time

How long in seconds Artificer will take to dismantle all the elements of the animation.

Remove Time

This controls the length of time for the actual removal animation of each element. This can either be a single value to use for all the elements or you can click the down arrow to the right and choose to Artificer use a random value between two constant.

Dismantle Style

Artificer has a few different styles to use to dismantle the elements. Note if you are using Build From objects and you want to elements to back to those you will need to select the Transform mode here.

None - No removal animation will happen

Vanish - The object will just vanish from where it is

Explode - Will explode the object into pieces and use physics to move them. You can control the forces used in this mode as well as drag values and how collisions happen. Note Artificer does not use rigidbodies for this it uses its own physics, so currently colliders are not used and only a simple collision system.

Transform - Use this method if you have Build From objects or splines and want the elements go back along the spline paths used to place the objects.

Vertical - Uses the direction from the origin the element final position for the remove direction, this can be controlled with the projection value as well.

Radial - This currently is the same as the Vertical mode.

Min Explode Force

Is the dismantle style is Explode then you can set the min force used to explode the elements with this value.

Max Explode Force

Is the dismantle style is Explode then you can set the max force used to explode the elements with this value.

Collision Mode

If the dismantle style is Explode then you can control what kind of collision detection is done on the exploding elements.

None - No collision detection is done so elements will fall through any other objects and not bounce.

Simple - Collision will happen against a Y value only. When this mode is selected a Collision Y value will appear in the inspector.

Raycast - Collisions will use raycasts into the scene. When this mode is selected a Layers options will appear in the inspector.

Collision Y

If the simple collision mode is selected then this value will say at what World Y pos the imaginary collision plane is.

Collision Layers

If the Raycast Collison mode is selected you can select which layers the raycasts happen against with this option.

Bounce

When a collision mode is selected you can set the amount the objects will bounce with this value, 0 will give no bounce 1 will give a very bouncy element.

Angular Velocity

If the Explode style is selected you can set the angular velocity that is applied on each axis to the elements. Artificer will pick a random value for each axis between the +- value so if you have a value of 40 in the x axis any value between -40 to +40 could be set.

Force

Force Value used to blow falling leaves.

You can have Artificer apply a constant force to the elements as they move, which might be handy for say leaves falling from a tree or if there is a strong wind in your scene. This has the option of either a single constant value applied to all the elements or you can choose to have a random value between two constants applied. Click the down arrow to the right to change the mode.

Gravity Modifier

You can control how much if any gravity is applied to the elements, a value of 1 will use the current Unity Physics set gravity value, lowering the value will reduce the amount of gravity. Use a negative value to elements float away upwards.

Linear Drag

You can control how quickly an exploding element slows down with the drag value, lower values will be less drag and elements will take longer to slow down, higher values will stop the elements moving quickly.

Angular Drag

Like the linear drag you can also control the angular drag of the elements to either keep them spinning for longer or to stop the spinning quickly.

Explode Origin

If the Explode style is set you can use this value to control where the center of the explosive force is coming from in the object. There is also a tool to move this value directly in the scene view. The direction from the element to the explode origin will determine the initial direction of the exploding element.

Projection

You can use the value to control the explode direction such as removing an axis or amplifying an axis. For example if you want all your elements to explode upwards you would use a value of 0 1 0 here.

Use Dis Place Curve

Like the assmebly option you can control how quickly parts of the object dismantle with this curve, so you can have the elements move away slowly to start with and then accelerate, or maybe a little jiggle before they finally move away etc. You need to check the toggle box on the left to enable the curve and so you can edit it.

Use Dis Place Rot Curve

You can also control the rotation of elements as they move away, so along with the rotate value you can control when objects start to spin and how quickly.

Use Dis Place Scale Curve

Controls how the element scales as it dismantles. For example can have the elements scale down to 0 size for a nicer dismantle effect. This is a uniform scaling only.

Dismantle Rotate

How much the elements will rotate as they dismantle. This is the total rotation the element will go through as it is removed. You can control the speed and direction with the Rot Curve above.

Custom Dismantle

Like the assembling you can supply your own custom dismantling code. This is down by a class on a gameobject where you write your own methods to override the base methods for moving the elements. If you have an object in the scene with your own dismantling code then select it here.

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