I just released a new asset in the Asset Store. It’s a simple tool for building 2d destructible terrains. Those terrains can be procedurally generated or builded from a Texture2D. The rendering is made using a MeshRenderer, and it provided a PolygonCollider2D.
Humm, Did try this and this asset can not create terrain from alpha sprite with a alpha hole inside it. I have this sprite, but your plugin can not make terrain from it: wrong UV, wrong generated mesh, bad ! Don’t recommend this !
Yes you’re right. I’m sorry but this is what I meant when I said in the description that : “This tool can’t handle terrain with full holes inside them.”
Actually I’m working on a solution using shaders for rendering holes, this will solve this problem. I expect to released it in a few days.
I think you should not using Shaders for rendering. Have some other plugins using method get pixels of texture to rendering. And you also should fix the UV error. Textures apply to mesh will be wrong UV.
Hey Doyou,
Is there a way to make a separate rigidbody from a collider which was completely separated from the main terrain? I’d like separated parts behave like dynamic rigidbodies and fall down once separated. If there’s no such feature, how easy do you think to add it? Is new PolygonCollider2D created each time the piece is separated from the main terrain?