How would I separate meshes in an explosion?

I am working on a recreation of a Roblox game in Unity, and I would like to know how to make explosions like the ones you see in Roblox. It doesn’t break the mesh, it just de-parts it. Watch the video to see what I mean.

So how does this work? Does it use some fancy math to make bricks out of your building? No, it doesn’t. You actually have to tediously build each individual part one by one to get a good juicy explosion. Which is fine, I guess. Also, there are some custom mess properties for fall speed, but that doesn’t really account for how the explosion works.

All I want to know is how I could do this in unity. Rigid bodies?


Thanks in advance.

I’m no expert in this field, and usually, i use ULF for anything i need to work with destructible / fractured meshes. But, looking at that video, it seems that it indeed uses many Kinematic rigidbodies, and based on an area of effect at the explosion point, turns those kinematics off, and, over the course of their awake state, anything they touch (im guessing at a certain veloicty threshold) appears to also have the kinematic state reversed.

I’m pretty sure you could recreate a sim of sorts based off of your insight already. A little toying i’m sure you get it close.

Good luck.