Make any object breakable in seconds. Add the Fracture Controller component, pick a mode and your mesh splits into real, physically simulated fragments: on click, on impact, when the player walks in, or from your own scripts.
Five fracture modes
• Voronoi: organic, irregular pieces from 3 to 200 cells. Works on detailed meshes (see the 4,000-triangle marble column in the demo).
• Radial: wedges around a center point, for plates, tiles, glass panes and shields.
• Random Planes: chaotic cuts for crystals and glass, with a fixed seed option.
• Grid: blocks along X, Y and Z with adjustable randomness, for crates, bricks and voxel looks.
• Simple: one clean horizontal cut for logs and pillars.
Built for games
• Pre-fracture (Bake): cut the mesh in the editor with one click. At runtime the object only swaps to its stored fragments, so breaking it costs almost nothing. In the demo, the marble column breaks in about 3 ms instead of 490 ms.
• Spread over frames: unbaked Voronoi fractures can be built across several frames to avoid hitches.
• Break on impact: objects break when something hits them harder than a threshold speed.
• Trigger zones and tags: break when the player walks in, or when a tagged object collides.
• Events: onFractured UnityEvent for sounds, particles and score, plus a C# event with the list of fragments.
Looks right out of the box
• Material presets: Wood, Stone, Glass and Metal change mass, explosion strength, number of pieces and spin in one click. A Custom mode exposes every value.
• Interior material: cut faces get their own material, so the inside of a log looks different from its bark.
• UV correction: Auto Planar, Spherical, Cylindrical, Simple Remap and World Space Triplanar projections, with automatic tiling.
Easy to use
• Custom inspector with live preview of the cuts in the Scene view, in Edit Mode or Play Mode.
• Setup checks: the inspector warns you when a mesh is not readable, with a one-click fix.
• Clean runtime: fragments free their generated meshes and materials when destroyed.
• Simple, documented API: Fracture(), Preview(), SetFractureMode(), Fractured event and more.
Demo scene included
• A showroom with all five modes, the four material presets, trigger and collision examples, a baked column, a fluted marble column and a faceted boulder.
• A shooting range mini game: 60-second rounds, moving targets, physical projectiles, score and best score.
• Ready-to-use prefabs: crate, rock, column and boulder.
• Built from Unity primitives and procedural textures. No extra packages needed.
Upgrading from Fracture Tool Free? Pro uses the same file IDs: import it over the Free edition and your scenes keep working.