We are pleased to announce the release of our new Unity3D editor extension.
The Ultimate Fracturing Destruction Tool is a Unity 3D editor extension that allows you to fracture, slice and explode meshes. It also allows to visually edit behaviors for all in-game destruction events like collisions, making it possible to trigger sounds and particles when collisions occur without the need to script anything.
The Ultimate Fracturing Destruction’s main features are:
Includes different sample scenes for quick learning.
Can generate chunk connection graph to enable structural behavior. Destruction will behave intelligently depending on how the chunks are interconnected and also connected to the world.
Can detect mesh islands.
Automatically maps the interior of the fractured mesh. You only need to assign the interior material.
Visual editor to handle all events allowing to specify particle systems, sounds or any prefabs that need to be instanced when detaching, collisions, bullet impacts or explosions occur.
Full UI integration allowing you to visualize and edit everything in the editor.
Includes our Mesh Combiner utility to enable compound object fracturing as well.
If you have our Concave Collider tool, you have additional control over the colliders generated.
Just a thing that might be an interesting upgrade for the future, instead of destroying all the element at the impact area, it may be interesting to add a parameter that, for instance in the pilars, when getting hit their section was decimated until it gets inestable, or gets totally destroyed like now if it is hit by a cannon shell…
Initially it was going to be that way, but we discarded it because it added a little bit of complexity when editing.
Instead, the user can specify an optional method that will be called each time a chunk was hit and asks to be destroyed/detached. Here you can implement your own damage system with very few lines of code because you can do your own calculations and cancel the destruction if necessary.
Yes, in fact it was fully developed on Unity 3.5. We used 4.0 to check if it worked and just had to include a couple of changes to make it compatible with both 3.5 and 4.x.