Inspector Reference

Projection Settings
Wrap Mask (LayerMask) — Which scene layers are considered when projecting/building the decal.
Projection Space (Local / World) — Uses the object’s local axes or world axes for the projection box.
Projection Direction (e.g., Forward) — The axis along which rays are cast from the box.
Size (Vector2) — Width/height of the projection box footprint on the target surface.
Max Distance (Float) — How far the projection rays travel (box “depth”).
Center (Vector3) — Local offset of the box center from the component’s origin.
Mesh & Collider Generation
Raycast Grid Extent (Vector2/3) — Samples per axis across the box footprint; higher values = more detail (more rays).
Mesh Offset (Vector3) — Final local offset applied to the generated visual mesh (does not move the collider).
Mesh Subdivisions (Int) — Tessellation/detail of the render mesh.
Collider Subdivisions (Int) — Tessellation/detail of the physics collider (independent from the mesh).
Collider Scale (Float) — Uniform scale applied to the collider only (useful for slightly shrinking/expanding it).
Always Rebuild (Bool) — If enabled, automatically rebuilds whenever transform/settings change (handy while editing).
Alpha Masking
Alpha Threshold (0–1) — Pixels with alpha below this value are treated as empty; trims the decal mesh/collider to visible areas.
Collider Physics Settings
Convex (Bool) — Generates a convex MeshCollider (required for non-kinematic Rigidbody triggers, etc.).
Is Trigger (Bool) — If checked, collider won’t collide physically; it only fires trigger events.
Provides Contacts (Bool) — When enabled, collider participates in contact generation (useful for events/analytics).
Collision Layer Mask (LayerMask) — Filters which layers this collider will interact with / produce contacts for.
Material (Physic Material) — Assign a PhysicMaterial to control friction and bounciness.
Layer Overrides
Layer Override Priority (Int) — Priority when multiple decals want to override the same area/layers.
Include Layers (LayerMask) — Force-include these layers for projection/collision, regardless of global settings.
Exclude Layers (LayerMask) — Force-exclude these layers from projection/collision.
Info
Collapsed diagnostics/help section. Shows build stats (triangles/rays/build time/memory) and context hints when expanded.
Live Update & Performance
Live Update Interval (Float) Limits how often dynamic sources (TMP, Sprite) trigger rebuilds.
Cull If Invisible (Bool) Completely stops decal processing when outside the camera view.
Mesh Baking (Editor Only)
Save Mesh to Asset Saves the generated decal mesh as a persistent .asset file, allowing the decal to be used as a static mesh without runtime cost.
Physics Safety (Unity 6+)
Invalid mesh validation
PhysX safe assignment
Automatic collider disabling for zero-volume meshes
Last updated