The Destructible Component View on Asset Store (opens in new tab)

Package details

Latest version
1.1
Last updated
First released
Unity version
6000.0.28 or later
Package size
1.7 MB
Files
40
Favorites
43
Views in the past week
9

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The Destructible Component

by WezerexDev (opens in new tab)

1 rating, too few to average

Runtime mesh fracturing via cut planes. Caps with planar UVs, pooling, recursion.

Price $19.95

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Price history

Last 6 months

USD
Price history for The Destructible Component, 6 months Current $19.95; lowest $19.95; highest $19.95 in this period. $0 $10 $20 Jun Jul Aug Sep Oct Nov

Asset preview

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The Destructible Component screenshot 1

The Destructible Component screenshot 1

About this asset

The Destructible Component is a lightweight, runtime mesh splitter that fractures any Read/Write mesh along one or more planes. It generates clean caps with planar UVs (to a channel you choose), separates sides/caps into two submeshes for easy styling, and optionally adds convex colliders and rigidbodies with velocity/mass inheritance.
It’s renderer-agnostic (Built-in/URP/HDRP), uses pooled scratch buffers to minimize GC, and supports recursive fragmentation by depth or minimum volume. Triangulation adapts per case: fan for convex caps, ear-clipping for concave, and CDT when holes/constraints are present.
Great for action, sim, and VFX—any project that needs convincing, controllable destruction without heavy authoring.

From the publisher's Asset Store listing.

Technical details

Features

  • Runtime plane-based splitting (single or multi-plane)
  • Reliable cap triangulation: fan (convex), ear-clipping (concave), CDT (holes)
  • Planar UVs for caps to a selectable UV channel; sides keep UV0
  • Two submeshes (sides / caps) to assign a dedicated cap material
  • Optional convex MeshCollider generation and Rigidbody inheritance
  • Recursive fragmentation: None, All, Depth, Volume
  • Pooling + scratch buffers to reduce allocations and spikes
  • Simple API: ApplyImpact(...) and ApplyImpactWithPlanes(...)
  • Fast path skips island detection when a single loop is produced

API notes

  • Uses breakingThreshold and useAccumulation with the impactPower you pass to decide if a split occurs. If it proceeds, it generates splitPlaneNumber planes (optionally aligned by optionalDirection).ApplyImpact(point, impactPower, out fragments, optionalDirection)
  • Always splits using your planes; ignores breakingThreshold, useAccumulation, and splitPlaneNumber.ApplyImpactWithPlanes(planes, out fragments)
  • If reactToCollision is enabled, impact power is derived from Unity’s relativeVelocity × collisionMultiplier, compared against breakingThreshold (respecting useAccumulation).

Included

  • Triangulation (standalone usable): Geometry.Triangulation/EarClipping.cs, CDT.csScripts :Destructible (runtime plane-based splitter), FragmentPool, DestructibleDemoController
    Editor: DestructibleEditor
  • PDF manual: Destructible_BSP_Splitter_Manual.pdf (offline, step-by-step + API notes)Documentation :
  • Simple demo scene showcasing projectile + hitscan usageDemo content :
    Test meshes
    for triangulation cases (convex, concave, holes)
    Matching materials and textures for those meshes
  • Destruction and Geometry.TriangulationNamespaces :

Requirements

  • Unity 2022.3+ (tested with Unity 6.3 LTS)
  • Meshes must be Read/Write Enabled
  • Works with Built-in, URP, HDRP (renderer-agnostic)

Performance

  • Reuses internal buffers; GC kept low
  • Most cuts yield a single intersection loop (fast path)
  • Optional colliders/rigidbodies add runtime cost proportional to fragment count

Limitations & notes

  • LODGroup: recommend forcing LOD0 before splitting; avoid reactToCollision on LOD’d objects
  • Cap shading: for PBR, caps may look glossier if smoothness/metallic maps don’t match planar UVs; assign a dedicated cap material or author cap textures
  • Physics: fresh convex colliders may slightly inflate; dense fragments can initially overlap and depenetrate strongly

Licensing/usage

  • No external dependencies. Code is namespaced (Destruction, Geometry.Triangulation).

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.3.11f1 Compatible Compatible Compatible Compatible
6000.0.28f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.