test online : mylant-earn.itch.io/fracturingdestruction-tool-demonstration-by-mylant
With "Fracturing & Destruction - Tool," you can break any mesh into fractures. Models can be broken during runtime or in the editor. This works like fracturing glass in real life: one model can be broken into as many fractures as you need.
You don’t need to use any other programs to create shards. This asset allows you to fracture any model directly in Unity Engine. Objects can be fractured in the editor for optimal performance during runtime or generated dynamically in runtime.
You can customize the following:
The number of slices for the object.
Explosion force.
Required collision force to destroy.
Destruction method.
Additionally, you can add your own features, as the asset includes full source code!
Use Cases:
Break walls , windows and other objects in 3D games
Exploding models (very useful for tank games or shooting games).
Slicing objects
Exploding barrels.
Features :
Fracture , break , explode an object.
Split objects in two parts.
Full Source Code.
Includes sample scene for learning.
Many parametrs to play with.
An object can be procedurally destroyed at runtime and easily fractured in the editor using an intuitive and easy tool, enhancing overall performance.
Optimized results: The generated fractures produce the minimum number of triangles required.
Textured objects are supported.
A lot of options for broken objects.
Questions?! contact email: bymylan.t@gmail.com
How to use in RunTime:
1:!!!Model must have the read/write toggle set to TRUE, otherwise it won't work! !!!
2: Add the 'MeshSu' component to the object you want to slice. !!! The object must have both MeshFilter and MeshRenderer components.
3: Set the variables and run!
Variables:
"Cut Cascades - determines how many times the object is sliced. More cuts result in more fractures. Recommended value: minimum 0, maximum unlimited. However, after approximately 12+ cuts, it may lag.
Here is an example:
Left image → Cut Cascades = 7
Right image→ Cut Cascades = 3
Combine all Fractures – If set to TRUE, when destruction occurs, an empty object is created, and all fractures will have this object as their parent. If set to FALSE, the fractures will not have a parent.
Here are examples:
Left image : TRUE
Right image : FALSE
Destroy Mesh Right Now – Works only in Play mode. If set to TRUE, the object is immediately destroyed. The recommended value is FALSE.
Destroy Mesh On Collision – If set to TRUE, the object can be destroyed on collision (void OnCollisionEnter) if the Needed Collision Force is less than the actual collision force between the object with MeshSu and another collider. Works only if the object has a Collider component.
Explosion Force – When the object is destroyed, an explosion force is created. All Rigidbody components near the object will be affected by this force.
Explosion Particles – A standard Particle System. On fracture, a Particle System will spawn if the value is not null.
How to use in Edit Mode:
"1: Click 'Tools' in the top-left corner → Click 'Mesh Fracture Tool'. This will open the tool window (Right Screenshot)."
2: Drag the object you want to slice into 'Select Object'.
3: Set the variables (To see what each variable does, scroll up to 'Variables').
What buttons do:
Apply Fracture Settings – All values set in the tool window will be applied to the MeshSu component of the selected object.
Destroy Mesh Now – Destroys the mesh immediately when the button is clicked.
Delete Fractures with 0 Vertices – When an object fractures, some fragments may have no polygons (essentially empty objects with MeshFilter and MeshRenderer components). In Play mode, these are deleted automatically. This button removes all such empty objects manually.
Delete Original Object – Deletes the selected object (but not the created fractures).