Thanks man! we’ve put a lot of time and effort on it. Our goal was to make the kind of tool we would like to use and even if we’re quite proud of the final result we don’t want to stop here and still want to make it better. More features are on the way so stay tuned!
Looks like an amazing destruction tool! My question is:
Is it possible to put game objects back together after they’ve been exploded in an animated fashion? Not simply setting the exploded pieces to “inactive” and setting the unbroken prefab to active again, but actually moving the pieces back to their unbroken state. In the video preview at 0:56 you’re demonstrating exactly what I’m looking for, using a slider (which I can’t read due to my poor network at the moment) in the editor window to “animate” the object breaking and unbreaking. Is this possible in-game? And if so, how reasonable is it? Are you able to access that slider’s parameter through script?
Finally, how friendly is this on game performance, especially if used on a lot of objects?
Thanks for this awesome looking asset, and I hope you can answer some of my questions!
You mean the same explosion animation played backwards movie-style? You would need to sample the animation of each chunk and play it backwards through scripting.
What the editor does using that slider is separating the chunks radially from the object center so you can take a quick look at how chunks were generated, but it isn’t intended for what I’m guessing you want to do
It uses mesh colliders but also has a chunk volume threshold parameter which you can use to create box colliders for the smaller chunks instead, as box colliders are much faster.
We also integrated support with our Concave Collider tool. With it you can limit the amount of collider vertices generated and depending on the object shape will create a single mesh collider or compound colliders.