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.

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