Unity Libre Fracture
Unity Libre Fracture is an easy-to-use free and open-source fracture system that uses NVIDIA Blast and VHACD (Volumetric Hierarchical Approximate Convex Decomposition) as its core components.
It was created and released to give people a production-ready tool for objects fracture for free, so anyone can make realistic, dynamic, and interactive worlds with minimum effort and with zero budget.
I’d like to use that to split a large landscape mesh for culling.
You probably know the code inside out, how would I turn off the generation of side mesh?
I’m trying to use it now… had to adjust… “allow unsafe code” (in player settings)… Probuilder namespace errors…
(delete a line of code)… trying to get it to work… uses a inside material… it is taking ages to work… hoping for this asset to help me solve my problems.
Here we go, if anyone can point me to a solution. Using this asset, or some other one. I was gonna get DinoFracture but it’s $40 bucks. This one is “almost there”
What all the settings are for isn’t explained. VHACD for instance… if I play with them too much… it won’t complete making the fracture… at about 15min I gave up. Chunks distance. That setting seems to do nothing. It will be a great asset, if I can only learn to use it. Thanks for making it!
Do you mean how to make it just splitting the mesh without adding all fracture physics?
If so, then I’d expand the code allowing for “raw mesh generation”
I am sorry that you had some problems using and getting it to work, I will review the interface again to see what I can improve for it to be more comfortable and intuitive, as well as I will review the readme. Thank you for detailed feedback!
enter the website click code then scroll to the botom and click zip, create a folder called nvidia or whatever you want in the project assets and put the files of the zip that you downloaded into that folder
Sorry for necroing this post a bit, but I’m here just to let you know that since this was an open source project, in the last few weeks I played a bit with it and some other open implementations I found online.
After a good amount of refactoring, code cleanup, polishing and optimization, I want to share with you my public repo of Libre Fracture 2.0
Main features:
• Editor tool to create fractured GameObject twins
• Graph-based runtime chunks management
The tool is far from being perfect, but I’m trying to convince myself that things may not always be super complete and perfect (even more when it comes to open source ones). Instead, I’ll be open to any feedback! I don’t know how much time I’ll be able to spend to this tool in the future, but I am certainly curious of hearing devs community feedback.
Obviously, credits to original author and other third party notices have been mentioned.