[RELEASED] RayFire for Unity. Runtime demolition and fragmentation plugin.

Hello everyone, today I want to reveal first beta preview video of RayFire plugin for Unity.

3ds Max users probaly already know what is RayFire and when you may need it, but for those of you who hear about it first time here is short description: RayFire is a plugin for Runtime Demolition, Prefragmentation, Advanced Dynamic Simulation Control and several other tiny little features which will make your life a little bit less painful :slight_smile:

Asset Store: __https://assetstore.unity.com/packages/slug/148690__

Discord: RayFire For Unity

Online help: Unity. Online Help | RayFire Studios

YouTube playlist: https://www.youtube.com/playlist?list=PLcjScvftXufKA-dLmqvokYnU7zFfKYWk0

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Rigid component
Hey, so, here is second beta preview which shows RayFire Rigid component in action. It’s main purpose is Advanced Physics Control, Runtime Demolitions and VFX support. Using Rigid component you can demolish 3d objects into thousands fragments and every fragment can be demolished further deeper and deeper. It also automatically creates particle Debris and Dust and make demolition looks even more awesome.

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Clusters component
Third beta preview shows how to use RayFire Clusters component. It can be used to create parent/child hierarchy which later can be used for demolition. Also clusters allows to simulate dynamic concave objects which is impossible to do for now in Unity with regular rigid bodies.

hello,
its awesome …
but, please keep minimum requirement version of Unity to 2018.2 :]

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Activator component
In this video you can see why and when you can use Inactive objects and how to activate them.

How does this handle texturing the new faces it creates?
Lets say the fancy pillar had a texture, normal maps, etc. Can the new faces take a different texture of fractured stone?

What an amazing asset. Wow.

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Thanks, yes, you can define inner material in Shatter and Rigid components in Interior group of properties. You aslo can define mapping scale. I show this in Rigid video at 32.35

https://www.youtube.com/watch?v=9ytXs3lzm5E

I used to have this for 3ds Max. Absolutely wonderful to see it being implemented in Unity.
How much will it cost when it releases officially?

Well, this is something I wanted to talk about with users when it will be almost finished, but I can say that it will not be less than $170.

Blade component
This one shows how to use Blade component, it’s purpose is to slice objects to two pieces in runtime.

Gun component
This beta preview shows Gun component in action. Using Gun you can shoot objects, demolish them at Impact point, create Decals, Impact Flash, Particle Debris. Dust and Sparks, dynamically push them and activate.

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Hello,
Been watching your WIP videos and liking it. Looking really good.

Do you have any release date ?
When will you be starting the beta testing?

There seem to be some upcoming changes in Unity Physics. Will you be making Rayfire compatible with those new physic systems?

Any ways to freeze and keep fragmented objects after leaving the play mode? so they can be used as a regular object without physics or simulation.

Thanks.

On next couple of days I will release here beta package in case someone wants to beta test it, and then release after a month or so, depends on how beta testing will go.

Of course I will add support for all upcoming changes at some point, but it still will support 2018 build. Don’t want to cut off all 2018 build users.

Actually I have feature like you mentioned in 3ds Max plugin version, so yeah, later I will add something like this in Unity plugin as well, that will be easy.

Hi,
This looks very interesting!
If there is any beta testing on offer I would be interested to take part.
I’m working on a demolition game (see thread Demolition game - WIP - Looking for your thoughts and testers, feedback? page-2#post-4243351) and would be interested to test performance/capabilities.

Package with beta build will be released here tomorrow.

Bomb component
Using Bomb you can explode objects and trigger Demolition.

https://www.youtube.com/watch?v=mF3t1uaH96M

Cool, can I ask: Do you use multi-threading / new Unity C# Job system? What is the limit with number of debris / rigidbodies?

Nope, but we are going to make it multithreaded and add Job system support in later builds. For now main goal is to make it work stable, finalize features and provide comfortable and intuitive workflow. Then we will start optimize everything and make it work even faster.

For particles and rigidbodies it uses Unity built-in systems, so, there is no exact limit, it all depends on system where it is used, in Rigid video it demolished Rock to 2000 fragments in a couple of seconds only because I set global limit to 2000, otherwise there could be much more fragments. In this example there are 2000 rigid bodies, particle debris were not used.

https://www.youtube.com/watch?v=9ytXs3lzm5E

8. Wind component
Wind component creates turbulent wind zone for rigid body objects.

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Cool updates, I thought you mentioned about a beta version coming soon? Any news? :slight_smile: