# Exploding models

**URL:** https://discussions.unity.com/t/exploding-models/1635879
**Category:** Asset & Content Management
**Tags:** Asset-Bundles, Physics, Question, Mesh, 6.1
**Created:** [April 28, 2025, 9:39am UTC](https://discussions.unity.com/t/exploding-models/1635879 "2025-04-28T09:39:13Z")
**Posts on this page:** 2
**Page:** 1

<div class="post-metadata">

### Author: ![splundge](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/splundge/32/574599_2.png) [@splundge](https://discussions.unity.com/u/splundge)
#### Post date: [April 28, 2025, 9:39am UTC](https://discussions.unity.com/t/exploding-models/1635879/1 "2025-04-28T09:39:13Z")

</div>

If i purchase some 3d model packs from the asset store (like buildings etc), can i make them destructible?

ie, the asset is a single mesh. and i want to make it explode into tiny broken pieces?

---

<div class="post-metadata">

### Author: ![yenwoda](https://avatars.discourse-cdn.com/v4/letter/y/848f3c/32.png) [@yenwoda](https://discussions.unity.com/u/yenwoda)
#### Post date: [April 28, 2025, 1:21pm UTC](https://discussions.unity.com/t/exploding-models/1635879/2 "2025-04-28T13:21:20Z")

</div>

Yes, but you’ll need to either buy an asset (RayFire is pretty popular and well-regarded) or edit the mesh yourself: i.e. in Blender use a fracture tool to create a bunch of smaller meshes. You can scale them down a bit with “individual origins” pivot point mode so there’s some empty space between them, to avoid physics seeing a ton of collisions and getting an unintended explosive effect. Then export those alongside the intact mesh, bulk-assign them rigidbodies and colliders, and disable them. With a script, when your intact mesh takes enough damage or whatnot, disable the intact mesh and enable the fractured meshes. Should be easy to find tutorials on that kind of workflow.
