DamageHandler
deforms the meshes on the vehicle (skinned meshes are not supported due to performance reasons).
Deformation Vertices Per Frame
field. Higher value will result in deformation being completed in less frames while lower value will stretch the deformation over the higher number of frames – and will also cause less frame dropping. It is best to adjust this value to as high as it is possible without causing frame drops. This will depend on the device the final game will run on. Deformation Radius
, Deformation Strength
and Deformation Randomness
all affect how the mesh will be deformed – how far the vertex can be moved from the original position, how much it will be moved for the given deceleration and how random the final result will be. Setting randomness to 0 will cause final mesh to be smooth and setting randomness to a high value will result in noisy looking mesh. Deceleration Threshold
is the minimum deceleration value needed for collision to be registered by DamageHandler
.