SizeX
Model width in voxels.
SizeY
Model depth in voxels.
SizeZ
Model height in voxels.
VoxelCount
Number of voxels in the model.
FaceCount
Number of exposed voxel faces.
VoxelAt
Palette index (1-255) of the voxel at a 0-based position, or 0 if empty.
LastError
Message of the last load error.
PaletteColour
Colour of a palette index (1-255), as a number you can pass to the colour actions. Use GetRValue / GetGValue / GetBValue-style maths or compare it with rgb(r, g, b).
VoxelsRemoved
How many voxels have been removed from the model so far (in the current animation frame).
DebrisCount
Number of debris pieces that are still visible.
WorldToVoxelX
X index of the voxel cell at a layout position (0-based; can be outside the model).
WorldToVoxelY
Y index of the voxel cell at a layout position (0-based; can be outside the model).
WorldToVoxelZ
Z index of the voxel cell at a layout position (0-based; can be outside the model).
HitIsGlass
1 if the first voxel found by the last SegmentHit or Path hits model that returned true is glass, otherwise 0 (always 0 for a model that has Glass shatters switched off).
GlassAt
1 if the voxel at a layout position (X, Y and height Z) is glass, otherwise 0 (also 0 where there is no voxel, and for a model that has Glass shatters switched off).
SolidAt
1 if there is a voxel at a layout position (X, Y and height Z), otherwise 0. Use it to test where a bullet really hits the model.
SegmentHit
1 if a straight path from one layout position to another (for example a bullet's last and current position, each with X, Y and height Z) passes through a voxel, otherwise 0. Unlike SolidAt a fast bullet cannot jump over the model. When it returns 1, HitX, HitY and HitZ give the first voxel on the path.
HitX
Layout X of the first voxel found by the last SegmentHit that returned 1.
HitY
Layout Y of the first voxel found by the last SegmentHit that returned 1.
HitZ
Layout height (Z elevation) of the first voxel found by the last SegmentHit that returned 1.
BoundsMinX
Lowest of the model's box in the layout (the whole voxel space of the model, following the object's angle, size and offset): X.
BoundsMaxX
Highest of the model's box in the layout (the whole voxel space of the model, following the object's angle, size and offset): X.
BoundsMinY
Lowest of the model's box in the layout (the whole voxel space of the model, following the object's angle, size and offset): Y.
BoundsMaxY
Highest of the model's box in the layout (the whole voxel space of the model, following the object's angle, size and offset): Y.
BoundsMinZ
Lowest of the model's box in the layout (the whole voxel space of the model, following the object's angle, size and offset): height (Z elevation).
BoundsMaxZ
Highest of the model's box in the layout (the whole voxel space of the model, following the object's angle, size and offset): height (Z elevation).
DebrisFloor
The height (Z) where debris comes to rest right now.
DrawMs
Milliseconds the plugin spends drawing this object per frame (building and sorting the geometry and handing the quads to the renderer), averaged over about ten frames. The graphics card's own time is not included. Use it to see whether the plugin is what slows the game down.
QuadCount
Number of quads (faces) the plugin handed to the renderer in the last frame, including debris. Fewer quads means less work for the engine and the graphics card.
BuildMs
Part of DrawMs spent building, culling and sorting the geometry for the camera (averaged over about ten frames; drops towards 0 when nothing needs rebuilding).
SubmitMs
Part of DrawMs spent handing the quads to the renderer (averaged over about ten frames). It grows with QuadCount.
LandX
Layout X of the landing that On debris landed is reporting.
LandY
Layout Y of the landing that On debris landed is reporting.
LandZ
Height (Z) of the landing that On debris landed is reporting.
LandSpeed
Impact speed (pixels per second) of the landing that On debris landed is reporting: use it for the volume of a sound.
LandSurface
What the piece hit: 0 = the floor, 1 = the model.
RockBreakKind
How the rock broke in the last On rock broken: 0 = the whole rock broke into its first pieces, 1 = a piece broke into smaller pieces, 2 = a piece crumbled into cubes.
BrokenCount
How many voxels broke in the hit that On voxels broken is reporting.
BrokenX
Layout X of the hit that On voxels broken is reporting.
BrokenY
Layout Y of the hit that On voxels broken is reporting.
BrokenZ
Height (Z) of the hit that On voxels broken is reporting.
GpuMesh
1 when the model was drawn from a mesh kept in the graphics card in the last frame (it stands still), 0 when it was drawn face by face.
BuildInfo
A short text that tells which features this build of the plugin has, for example when you are not sure that the newest addon file is the one that is loaded.
Culled
1 while the model is outside the view of the 3D Camera and is therefore skipped, otherwise 0. Use it to see whether a model that seems to disappear is being skipped.