RayFire 2 is the go to tool for runtime demolition and destruction in Unity. PlayMaker lets you build your game with no code. This asset connects them.
RayFire 2 | PlayMaker 2 adds 17 ready made actions to your PlayMaker Action Browser, all under a clean RayFire category. Demolish objects, deal damage, set off bombs, fire guns, slice with blades, and react when things break, all from your state machines. If you build with PlayMaker and you own RayFire 2, this is the fastest way to blow things up with no code.
No scripts. No glue code. No digging through the RayFire API. Just actions.
💥 BREAK EVERYTHING
Demolish an object on a trigger, or apply damage over time until it shatters on its own. Set off a RayFire Bomb, fire a RayFire Gun, or slice with a RayFire Blade. Eight action nodes cover the ways RayFire breaks the world.
📡 REACT WHEN IT BREAKS
Fire a PlayMaker event the moment an object is demolished, activated, exploded, shot, sliced, or when a structure collapses. Perfect for score, sound, objectives and chain reactions, timed exactly to the destruction.
🎯 BUILT TO FEEL NATIVE
Most actions default their Target to Owner, so they just work on the object your FSM is on. The events even store the object that broke, so you can chain what happens next. It reads like it was always part of PlayMaker.
KEY FEATURES
🎮 No code. Every action lives in the PlayMaker Action Browser.
💥 8 action nodes: demolish, apply damage, explode, shoot, slice, activate, fade, reset.
🔍 3 readers: is demolished, is activated, get damage.
📡 6 event actions: on demolished, on activated, on explosion, on shot, on slice, on collapse.
🎯 Owner default and smart component lookup, so there is nothing to wire.