| Field | Description |
|---|---|
| Collision Sounds | An array pool of AudioClip profiles. The component picks an entry at random on an approved impact frame to prevent mechanical acoustic repetition. |
| Pitch Variance | The dynamic range window added or subtracted from the default modifier (1.0) on playback execution to smoothly shift tone variance. |
| Velocity Threshold | The mandatory impact magnitude threshold required to fire a sound. Higher properties stop clips from machine-gunning on soft slides or continuous resting jitters. |
| Local Cooldown | The enforcement delay buffer (in seconds) tracking the specific instance before it is allowed to call another audio sequence. |
Time.frameCount filter structure to hard-cap the volume of audio execution routines permitted simultaneously during an identical engine frame sweep.audioSource.isPlaying evaluations to ensure individual items do not clip or interrupt their own sound waves mid-cycle.When a container shatters or drops large volumes of loose items simultaneously, the physics engine can create dozens of mutual collision contacts on a single frame. While the script fast-escapes audio overhead, the main thread must still process raw physics messages. Implementing proper layer filtering drastically optimizes CPU scaling.
Debris or Loot.Debris vs Debris) and uncheck the box to disable intra-layer tracking.This configuration ensures that dynamic debris pieces or loose items bypass mutual physical calculations entirely—preventing massive spikes in OnCollisionEnter messaging on the main thread—while still allowing them to drop naturally, bounce off environmental terrain, slide down flooring geometry, or cross trigger filters safely.
Velocity Threshold step boundary to filter out soft friction states, or lengthen the Local Cooldown parameter window to expand the mandatory resting interval.
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