Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $48. The latest store price is $48, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| $48 | Latest store price |
About RASCAL Skinned Mesh Collider
- Tools, Systems & Learning > Development Tools & Automation
Ever desired accurate skinned mesh collision? Desire no more as here it is, RASCAL!
Realtime Accurate SkinnedMesh Collision Autogeneration Logic!
A very simple to use, robust collision system for skinned meshes with many settings to tweak to your needs.
Using RASCAL can be as easy as adding the component and pressing generate!
Features:
~Generate bone-based mesh colliders for your skinned mesh(es)
~A method of asynchronously updating the colliders with a set CPU time budget for stable performance
~Large portions of the most expensive aspects can be multi-threaded
~Get Accurate mesh UV's from collision and raycasts
~System for applying physics materials based on mesh, material, or bone transform
~Exclude vertices from colliders by use of exclusion texture map
~Can split colliders by mesh material for applying physics materials to individual materials or excluding certain materials from collision
~Ability to use convex colliders
~Custom easy to use inspector window
~All variables in inspector have clear tooltips
~Detailed example scenes provided for your convenience
~Full source code available for modification or extension
Realtime Accurate SkinnedMesh Collision Autogeneration Logic!
A very simple to use, robust collision system for skinned meshes with many settings to tweak to your needs.
Using RASCAL can be as easy as adding the component and pressing generate!
Features:
~Generate bone-based mesh colliders for your skinned mesh(es)
~A method of asynchronously updating the colliders with a set CPU time budget for stable performance
~Large portions of the most expensive aspects can be multi-threaded
~Get Accurate mesh UV's from collision and raycasts
~System for applying physics materials based on mesh, material, or bone transform
~Exclude vertices from colliders by use of exclusion texture map
~Can split colliders by mesh material for applying physics materials to individual materials or excluding certain materials from collision
~Ability to use convex colliders
~Custom easy to use inspector window
~All variables in inspector have clear tooltips
~Detailed example scenes provided for your convenience
~Full source code available for modification or extension