lightbulbHow It Works

Box Projection

The component projects a box volume in your chosen direction (local or world space). Any geometry inside that volume is sampled to build a decal mesh that conforms to the surface. You can choose among 18 projection directions including diagonals to cover almost any placement scenario.


Visual Mesh + Physics Collider

From the same projection pass, Decal Collider creates a renderable mesh and a physics collider so visual feedback and gameplay collisions match by design. Mesh and collider quality can be tuned separately to balance fidelity and performance.


Alpha-Mask Trimming

When a decal texture has transparent areas, alpha mask trimming removes empty pixels from the resulting mesh and collider. This gives clean silhouettes and avoids oversized hitboxes.


Live Editing & Profiling

Edit, rotate, move, and preview in real time using scene handles. A built-in profiler displays triangle count, ray count, build time, and memory so you can validate cost before going to runtime.


Advanced Projection Masking

If at least one projection ray hits a surface, any parts of the decal that extend into empty space are automatically clipped.

If no projection ray hits any surface at all, the source object (sprite, text, or mesh) remains fully visible and unmodified.


Supported Source Types

Decal Collider can project data from:

  • MeshRenderers

  • SpriteRenderers (including flip & sprite swaps)

  • TextMeshPro objects (dynamic text, color, font size)

Source changes are detected automatically and can trigger live updates.

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