Find the failing stage#
| Symptom | Check |
|---|---|
| Package does not compile | Unity 6000.3.13f1 baseline, complete folder and .meta files. If using Jobs, inspect its optional dependency versions. |
| No runtime intersection | World-space endpoints, transforms and source bounds. A finite segment must cross both polygon boundaries. |
| Runtime swipe ignores objects | Assign explicit Interactor Targets; it does not discover objects automatically. |
LimitReached / PoolExhausted | Read LastRuntimeSliceResult.Failure and Reason. Inspect runtime policies, active fragments, vertices and pool maximum independently. |
| Invalid manual polygon | Remove crossing, touching, duplicate-adjacent or collinear points; use a closed, non-zero-area outline. |
| PNG export fails | Generate fragments, choose a destination inside Assets/ and use an Editor with a graphics device. Read per-fragment status. |
| Prefab export fails | Confirm valid generated geometry and an Assets/ destination. Adjust sorting after export when needed. |
| Jobs/Burst unavailable | Check compatible Burst, Collections and Mathematics versions and backend registration. Managed fallback remains available. |
| Collider differs from artwork | Inspect Preview → Colliders and choose Polygon if shape matching is needed. Box intentionally approximates bounds. |
| Editor UI resources missing | Reimport the complete Editor/Slicing folder, including UXML, USS and .meta files. |
Avoid the common assumptions#
Source geometry still matters. Runtime Slice requires a supported single convex contour. ManualSliceData does not make concave, holey or disconnected runtime sources supported.
Area comes from geometry. Full Rect Sprite geometry includes transparent interior pixels in its area. Ratios do not sample texture alpha.
Budgets stay independent. Pool capacity, active fragments, vertices and cut counts have different meanings. Unlimited retains geometry, motion, per-frame, pool and session safeguards.
Motion modes differ. Lightweight and Jobs movement is ballistic; it does not resolve contacts like Rigidbody2D.
Finish polygon drafts. Close or cancel a draft before saving. Inspect the generated preview and status rather than assuming a visible draft is a committed fragment.
Before you use the scene#
- Import the complete package and resolve compilation errors.
- Choose Auto Grid, Manual or Runtime deliberately.
- For manual work, generate, inspect collider geometry and save the authored asset.
- For export, choose an
Assets/destination and review imported Sprite/prefab sorting. - For runtime work, use a supported source contour and assign settings and explicit targets.
- Test world-space stroke endpoints, finite budgets and the selected physics backend.
- Handle failure results and discard old fragment references after reassembly.
Version and reference scope#
The supplied 29-page guide uses Unity 6000.3.13f1 as its baseline. This update adapts its content to the studio website and includes all separately supplied UI captures. Captions identify UI references without treating every visible field or value as a documented recommendation.
The PDF provides contextual API snippets, so this package's website does not present them as complete downloadable C# classes. The four supplied clips include the owner's manual/auto labels and two unlabeled sample clips. Playback and embedding availability have not been verified during this update.
Runtime Slice currently supports straight lines, finite segments and ordered straight-segment paths. General curved cutting, blade thickness, arbitrary concave/holey source boundaries and full Lightweight collision response are outside the scope described in the guide. Editor benchmarks do not certify mobile or frame-rate performance.
For further details, open the package's Documentation folder and consult Runtime-Slicing.md, Manual-Slice-Editor.md, Slicing-Modes.md and Jobs-and-Burst.md. You can also download the original English PDF.