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.