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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
Price tracking
- Last checked
- Tracked since
- Lowest recorded
- $9.97 on
Keywords
The Destructible Component
Runtime mesh fracturing via cut planes. Caps with planar UVs, pooling, recursion.
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Price history
Last 6 months
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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
| 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.