Exploder [RELEASED]

Hello everyone,

I would like to announce a new Unity3d package Exploder: Realtime mesh explosion system.

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Exploder is an ultimate realtime mesh explosion system for Unity. It can explode any game object in a matter of milliseconds! Just tag your favorite game object and call methodExplode from the script. It comes with tons of settings and adjustments based on more than one year of community feedback.

WebPlayer Demos:
FPS Demo #1
Click and Explode Demo #2

FEATURES:

  • full source code included
  • 2 simple scenes for start
  • 1 complex FPS scene with three weapons
  • skinned mesh support
  • explode 2d sprites (tested with 2d toolkit)
  • 2D Physics support
  • works with UFPS camera
  • Playmaker support
  • vertex color support
  • example in JavaScript

Available in Asset Store: LINK

1 Like

Looks great, just had some fun blowing up stuff in the demo scenes and it worked a treat. Also seems like UV-mapping is taken into consideration nicely. I need this for an upcoming game so Iā€™ll be a likely customer soon!

Great work!

look great

Thanks for your interest!

Yes, UV mapping and also Tangents are computed for the cutted mesh.

Any chance of getting vertex colors to work on the shards? Iā€™ve just purchased and forgot to think about it and ask here first. :stuck_out_tongue:

Just bought it and having a blast with it :wink: One thing, usually the exploded object gets divided into bits, but sometimes it just stayes in one piece identical to the original (but as an fragment object) Is it scaling, import scaling or something like that confusing the divider algorithm?

@operatio apps: I had that happening to meshes with holes. Once those holes were closed, it didnā€™t happen anymore. Not sure if it was just a coincidenceā€¦

@woodn, that was no coincidence, now it works correctly. Awesome, thanks. Do you also know anything about UV coordinates and texture in the cut planes?

@Operatio Apps: Unfortunately, I donā€™t.

Does this only work for 3D models or could it work for 2D sprites?

canā€™t say for sure as I havenā€™t purchased yet, but a sprite is just a quad with a texture on it so you should be to do the same thing to it as you would any other model.

Hi,

Just purchased this package and so far we are pretty impressed. We do have one question though and that concerns the ā€˜Forceā€™ property and trying to reduce the ā€œblastā€ of the explosion.

It seems like anything below 10 and the blast seems to stay the same. For a couple of our scenarios, we need a much smaller force blast to happen. Weā€™ve even tried 1.0, 0.1, 0.001, just to see what force and each of the pieces still get thrown pretty far. Basically we are looking for a scenario where say a Vase that just breaks into pieces and falls (maybe very very very light explosive force) but right now, we can only get the vase to explode as if we had a large piece of dynamite inside. :frowning:

Hello there,

by vertex color on shards you mean to have one color on for all fragment pieces?

Currently the cutting algorithm cuts the mesh and generates UV mapping for the cut-side and assign the same material from original object.

The cutting algorithm looks for meshes in selected radius, meshes close to the center will be cut into more pieces than meshes far from the center. Like in real explosion. It is possible that your object was too far from the center and therefore it got assigned only one fragment piece.

Hi there,

I have just tested with a plane in the ā€œsimple demoā€ and unfortunately it does not work properly, I will look for the solution today and make an update. I will keep you informed.

Hi,

yes I know about this, the reason is that I am using box colliders for fragment pieces. I decided for box colliders because of performance. Now when the mesh is cut into pieces and all pieces got assigned box collider it will ā€œexplodeā€ regardless of small ā€œForceā€ property because of their collision.

The solution for you is to enable ā€œMesh collidersā€ (property of Exploder object). However as you probably know mesh colliders are much slower than box colliders. I would like to make some improvements in this area, ignoring collision for fragment pieces and/or compute mesh colliders by myself (convex hull).

@reindeer games I was hoping to have it work much like the uv layout. predefined colors transfer and cross sections get assigned a definable color. Iā€™m hoping to achieve the effect seen in the attached image. (the inner walls would be defined as an inner cube in the model and donā€™t need to be generated)

1297927--60070--$box.jpg

Ok, I understand. You want a predefined color (material) for cross sections. Yes I can make it, it should be easy. I will make another script object with fragment options (material for cross section, also can be useful for another future options like sound effect ā€¦). And you can assign this script to your object and when it breaks it will apply the settings.

No, it was in center of the radius. So it looks like @woodnā€™s solution was it - closing all holes in the mesh. We had holes on intersecting mesh-parts that where hidden by other mesh-parts. After closing them it fragmentet perfectly, before it did work only about 20% of the time.

Assigning a material for cross section would be great! An additional option could be to use a UV-portion of the already applied material. E.g. set like UV(0,0,10,10). Would be useful on iOS to limit materials/textures, but also for keeping it faster to set up if you donā€™t need spesific materials with other shaders.