Keep the budgets separate#
Cut counts, active fragments, generated vertices and pool capacity measure different things. Increasing one does not remove the others.
| Limit | Meaning in the supplied guide |
|---|---|
MaximumTotalCuts | Split operations across destructibles sharing a RuntimeSliceSettings asset during the play session. |
MaximumCutsPerOriginalObject | Cuts for the original object and descendants until reassembly. The guide's safe finite default is 16. |
MaximumCutsPerFragment | Cut lineage for a fragment and its descendants. |
MaximumDepth | A separate generation-depth bound. |
MaximumCutsPerStroke | Successful splits in a stroke. |
MaximumObjectsPerStroke | Target objects processed in a stroke. |
MaximumAttemptsPerFrame | Geometry requests per frame. |
MaximumFragments | Active fragment cap. |
MaximumVertices | Generated geometry bound. |
FragmentPool.MaximumSize | Total 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.