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Limitations

What BOSS does not do today. This is the honest, up-front list so you can check fit before building around it. Several of these are on the Roadmap.

Meshes

  • Skinned meshes break as a current-pose snapshot. A SkinnedMeshRenderer — characters, cloth, anything driven by bones or blendshapes — is supported: at the moment of Break() the mesh is snapshotted in its current pose (BakeMesh) and shattered like static geometry. The fragments are static — they do not stay skinned or keep animating. Per-bone / partial destruction (breaking off just a limb) is not supported (planned, see the Roadmap). Caveats: in a built player the source mesh should have Read/Write enabled (the inspector warns about this in runtime mode), and negatively-scaled sources can produce inside-out fragments — same as the static path.
  • Result quality tracks source-mesh quality. Clean, well-formed meshes shatter cleanly on the defaults. A messy or self-intersecting source mesh produces a messy break — that's inherited from the input, not a flaw in the slicer. Malformed topology is still handled (it won't crash the bake), but an unclean mesh won't give a clean result.

Runtime & platforms

  • Runtime slicing is beta and carries a real per-Break() cost — see Bake Modes. For shipping, prefer a baked mode: baked breaks are cheap and predictable, and fine on mobile/VR. Live runtime slicing is not.

Multiplayer

  • BOSS is not designed for multiplayer.

Physics

  • Shard colliders are always convex (Box, Sphere, or convex Mesh). There is no concave per-shard collision.