Decal Collider API

Thanks for stopping by! This page is your developer-friendly guide to driving Decal Collider entirely from code—perfect for spawning bullet holes/footprints at impact points, batching or deferring rebuilds, and collecting analytics in live projects.

What you’ll find here

  • Core types & namespaces The DecalCollider class, its partial API, and related data structures like RebuildStats.

  • Lifecycle & scheduling Rebuild decals synchronously (ForceRebuild) or non-blocking via coroutines (AsyncRebuild).

  • Projection & masking controls Set the mask box, direction, size, distance, and alpha threshold directly from scripts.

  • Mesh & collider generation Tune subdivisions independently, query visual/collider meshes, and bake skinned meshes.

  • Hit cache & callbacks Read raycast hits, hit materials/transforms, per-layer statistics, and register filtered callbacks.

  • Analytics & profiling Inspect triangle counts, ray counts, build time, and memory usage from LastRebuildStats.

  • Geometry helpers Convert world points to decal UV space, project points onto surfaces, draw debug rays.

  • Snippets & patterns Copy-paste examples for common flows (impact decals, adaptive quality, async progress).

Before you start

  • Works with Unity 2021.3+ across Built-in, URP, and HDRP.

  • Designed to mirror editor features at runtime—if you can do it in the Inspector, you can usually script it.

How to use this page

  • Jump to the method you need in the sidebar, or scan the Quick Recipes section for ready-to-use snippets.

  • Looking for a gentle overview instead? See Getting Started.

  • Want the deep dive into every method? Head straight to Full API Details (this link will take you to the method-by-method section).

Happy coding—and have fun stamping perfectly aligned decals wherever your gameplay takes you!

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