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Packages/2D Destruction Pro/Slice budgets & Unlimited
CUT DURING GAMEPLAY
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Slice budgets & Unlimited

Separate cut policies, active geometry, stroke budgets and pool capacity.

English guideSource: Unity 6000.3.13f1 · Optional Jobs / BurstWeb edition · 21 October 2026

Keep the budgets separate#

Cut counts, active fragments, generated vertices and pool capacity measure different things. Increasing one does not remove the others.

LimitMeaning in the supplied guide
MaximumTotalCutsSplit operations across destructibles sharing a RuntimeSliceSettings asset during the play session.
MaximumCutsPerOriginalObjectCuts for the original object and descendants until reassembly. The guide's safe finite default is 16.
MaximumCutsPerFragmentCut lineage for a fragment and its descendants.
MaximumDepthA separate generation-depth bound.
MaximumCutsPerStrokeSuccessful splits in a stroke.
MaximumObjectsPerStrokeTarget objects processed in a stroke.
MaximumAttemptsPerFrameGeometry requests per frame.
MaximumFragmentsActive fragment cap.
MaximumVerticesGenerated geometry bound.
FragmentPool.MaximumSizeTotal pool entries, both leased and available.

RuntimeSliceSettings.maximumCutsPerStroke and the interactor's maximumCutsPerStroke are stroke budgets. ManualSliceData.MaximumCuts is an authored-operation limit and does not set the runtime policy.

Bound input and small pieces#

MaximumPathLength / MaximumPathDistance bound SlicePath or swipe distance, and MaximumStrokeSpeed limits interactor movement. Minimum Area, Width and Height reject tiny results.

Tune these with object scale and expected input in mind. A rejected cut can result from a geometry or input bound even when the gameplay cut-count policy permits it.

What Unlimited changes#

Unlimited disables configurable gameplay cut-count policies. The guide still describes a hard per-settings session safeguard of 65,536 splits plus the configured active-fragment, vertex, depth, area, path, speed, per-frame and pool bounds.

Pool capacity does not grow past its maximum. Unlimited is therefore a cut-policy choice, not an unbounded allocation mode.

Read a rejection before changing limits#

If preflight fails, the guide specifies that the source should remain unchanged and the result should expose a useful failure status/reason. Inspect LastRuntimeSliceResult, or the detailed result returned by your slice request.

For LimitReached or PoolExhausted, check the relevant independent budget. Review pool capacity before simply raising active fragment limits.

Adapted from the supplied guide · PDF pages 18, 20.View source guide ↗
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