I have a player GameObject which always translates in a Z axis and doesn’t rotate.
I want it to split a mesh of a GameObject in half at collision, since it always be in the middle of the splitted GameObject it won’t be a situation where I have to check the enter and exit point of my “cutting” player GameObject.
This is usually done by splitting the mesh in a 3D authoring software like Blender and then replacing your original object with the two parts of the split mesh.
You didn’t mention this, but if you’d like to split the player object multiple times, this approach obviously doesn’t work. If so, it mainly depends on the player object geometry. If it’s a box, just half the scale in whatever direction you see fit and create a box with the same dimensions as the now smaller one. But this is just guesswork. I think I need more informations to help