fracture_geometry_collection
Applies Voronoi fracturing to every transform of a UGeometryCollection asset, splitting it into random pieces and saving the updated asset.
Instructions
Applies Voronoi fracturing to all transforms of a UGeometryCollection asset, using num_sites random sites in its bounds, then saves it. num_fractures is the number of new pieces, measured as the transforms the fracture added; the call fails when it added none (an empty collection, or a chance_to_fracture that skipped every piece) or when the save fails. Re-fracturing grows a collection geometrically and can stall the editor; fracture a fresh one from create_geometry_collection.
Returns: { geometry_collection_path: string, num_fractures: int, transform_count: int, num_sites: int, random_seed: int, success: bool, saved: bool, save_error: string? }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| grout | No | Width of the gap left between cut pieces, in cm (default 0) | |
| num_sites | No | Number of random Voronoi sites to generate, minimum 1, default 20 | |
| random_seed | No | Seed for the random site positions and the per-transform fracture chance, default 0 | |
| split_islands | No | Optional, split resulting islands, default false | |
| chance_to_fracture | No | Chance from 0 to 1 that each selected transform is fractured, default 1 | |
| geometry_collection_path | Yes | Full asset path to the UGeometryCollection |