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Package details
- Latest version
- 1.1
- Last updated
- First released
- Unity version
- 2022.3.62 or later
- Package size
- 9.8 MB
- Files
- 409
- Favorites
- 16
- Views in the past week
- 26
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- Last checked
- Tracked since
- Lowest recorded
- $34.99 on
Keywords
BOSS: Procedural Mesh Destruction & Fracture
⚡ Turn ANY mesh into breakable shards — no pre-cut models needed ⚡ Call Break() to shatter — or break on click & collision, no code ⚡ Variations + pooling: fresh, fast destruction
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Price history
Last 6 months
USDAsset preview
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BOSS: Procedural Mesh Destruction & Fracture screenshot 1
About this asset
⚡ Make your objects breakable right inside Unity — no need to pre-cut them into pieces in Blender or any other 3D tool first.
BOSS — Breakable Objects Simple Solution — prepares destruction right inside the Unity Editor. Add the Breaker component to an object with a mesh and press Bake — BOSS builds the shards and saves a ready-to-use broken version of the object, with nothing to model, cut up or import from another program. Then, in play mode, it breaks on a click, on a collision, or from a single Break() call — with real physics, flying shards and events.
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KEY FEATURES
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⭐ No prep in other tools — BOSS builds the shards from your existing mesh, right inside Unity. No pre-fractured models, nothing to import.
⭐ Works with your everyday meshes — glass, wood, stone, crates, props. Trickier meshes can be tuned in Advanced.
⭐ Skinned meshes (limited support) — a SkinnedMeshRenderer breaks as a snapshot of its current pose, mid-animation. Per-bone destruction isn't included.
⭐ One-click bake — save the result as a GameObject, a Prefab, or a Collection of variations.
⭐ No code needed — break on mouse click or on collision with the built-in components…
⭐ …or trigger it from your own code with a single Break() call.
⭐ Several variations — the same object shatters into a different layout each time.
⭐ Break-face material — the freshly exposed faces get their own material, so a break isn't an empty hole.
⭐ Inner surface (beta) — for objects modelled only on the outside (a closed crate or barrel): adds inner walls, so a break reveals a hollow inside instead of one solid block.
⭐ Physics out of the box — per-shard rigidbodies, explosion force, torque and shard lifetime.
⭐ Events — hook into the break moment and run your own logic: sounds, effects, loot, score.
⭐ Object pooling & prewarm — built for scenes that destroy a lot of objects without FPS drops.
⭐ Multi-part objects — things built from several meshes in a hierarchy, like a window with separate panes or a shelf of bottles: each part breaks on its own, or all at once.
⭐ Runtime destruction (beta) — break meshes generated at play time, without baking them first.
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WHO IT'S FOR
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Indie devs and studios who already have props in a scene — crates, glass, pottery, environment pieces — and just want them breakable, fast, without a heavy destruction framework or any special asset prep. From a quick prototype to a shipped, pooled, production scene.
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REQUIREMENTS
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• Unity 2022.3 LTS or newer.
• Render-pipeline independent — works in Built-in, URP and HDRP. BOSS reuses the materials already on your objects and ships no shaders of its own.
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LINKS & SUPPORT
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💬 Discord (help, bug reports, showcase)
Actively maintained — questions and bug reports are welcome.
From the publisher's Asset Store listing.
Technical details
• Unity 2022.3 LTS or newer.
• Render-pipeline independent — works in Built-in, URP and HDRP. BOSS reuses the materials already on your objects and ships no shaders of its own.
• No third-party dependencies.
• In the package: runtime scripts, the editor Breaker tool + bake dialog, and a PDF manual.
Compatibility
| Unity version | Built-in | URP | HDRP | Custom |
|---|---|---|---|---|
| 2022.3.62f3 | Compatible | Compatible | Compatible | Compatible |
The core BOSS system is compatible with Built-in Render Pipeline, URP, and HDRP because it is a pipeline-independent mesh destruction tool.
The included demo scene is configured for URP only. In Built-in or HDRP projects, demo materials, lighting, and VFX may need to be adjusted.
As listed on the Asset Store.