Modular Buoyancy
Last updated
Last updated
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represents the density of the object that is being simulated, which is used to calculate the volume and mass of the object. This parameter is important for the buoyancy simulation because it determines how much the object will displace the water around it.
represents the number of slices that the object will be divided into along each of its three axes to create a grid of voxels. This grid is used to simulate the buoyancy of the object by calculating the displacement of the voxels in response to the physics simulation. A higher number of slices will result in a more detailed and accurate simulation, but it will also require more computational resources to run.
(mesh colliders only) determines whether or not the generated voxels will be allowed to create concave shapes. Concave shapes can complicate the buoyancy simulation and may require more computational resources to simulate accurately. If IsConcave is set to true, the buoyancy simulation will be more accurate but may be slower to compute.
sets a maximum for the number of voxels used in buoyancy simulation. If the number of voxels in the object exceeds this limit, the script will stop generating additional voxels and will instead use the existing voxels to simulate buoyancy. This is done to prevent the simulation from becoming too computationally expensive and to ensure that it runs smoothly in real-time.
In general, adjusting these parameters requires a trade-off between accuracy and performance, and the optimal values will depend on the specific requirements of the buoyancy simulation and the available computational resources.
defines effective gravity.