Hello,
finally I released Piecemaker. With Piecemaker you will be able to destroy meshs into pieces and even destroy these pieces into even more pieces.
Piecemaker is an Unity editor Extension written in C# which will pre calculate the destructed meshs based upon a mother/father mesh and various user options.
You can extend or change almost every aspect of Piecemaker. You want to use a prefab for every piece? No problem just add it. You want to add custom behavior without using a prefab? No problem, just extend a special baseclass. You want an other destructable Component and not the one Piecemaker provides? No problem, just extend the same special baseclass as in the last sentence.
Its even capable to destroy without precalculation. How is this possible? Piecemaker delivers a Tools class which is perfectly capable to be used by any script you will or want to use.
Want to see a little demonstration?
Asset Store: Piecemaker - Mesh Destruction | Tools | Unity Asset Store
Introduction video: http://www.youtube.com/watch?v=I9n9SwHQxQA
An older sample video: http://www.youtube.com/watch?v=lQ1pziX9_so
Webplayer demo for the Slicer Component (dynamic destruction): Unity Web Player | WebPlayer
The original showcase thread: http://forum.unity3d.com/threads/82715-Piecemaker-(Destruction-Creator)
Questions, comments or reports, are welcome.
Some small guideline:
Dont go atomic, dont use too many destruction levels, if you split your initial mesh in 16 fragments and this generated fragments again in 9 fragments and these again into 4 fragments you create up to 736 fragments, even on a good PC, this is a serious performance impact.
A better way here is to keep the desctruction level low and use particles for the destruction of the smallest fragments, they will spawn faster and Unity is able to update these particles more efficient.
Prebreak if possible, you want to destroy a building, with a complex roof, many walls, eg.? Better separate the walls into an extra mesh and destroy the mesh parts, you receive a better control over the destruction process (Walls break differently than a roof) and you can control the destruction levels way better than destroying the whole house mesh. Also colliders will dont pose a threat to you and your environment.
Keep it simple, you want to destroy a dragon figure with wings, tail, horns and many legs. Well its perfectly possible, but Piecemaker works faster and better with low polygon meshs. Many polygons will result in a big memory footprint (the generated meshs need to be loaded from and saved to the harddisc) which increases the overall memory consumption of your application.
Also a fragmented high poly model will result in many triangles which need to be rendered, keep this in mind.
Mesh collider are fine but also very hard to calculate, try different collider settings to see what performes best in your environment. Even if piecemaker uses mesh colliders as default colliders, a box collider may be enough to satisfy your needs. Also its much faster on mobile plattforms.
Open world is nice, but keep your meshs closed.