Wondering how I could best make this (Armor that chips away in a shooter)

Hi everyone,

So I’m working on a 2-d perspective shooter, and I would like to create the following effect:

I’d like to create a destroyable (by chipping away at) shield for enemies that the player would have to shoot around to damage enemies, and I’m having trouble researching a good way to do it. My questions are:

  1. Is there a better term to search? I’ve been trying to find something by searching chipping away, but I get the feeling there’s a more obvious term I’m forgetting.

  2. One way I thought of is creating a grid of 10-30 individual colliders that delete if struck by a bullet, which seems to work but would be an awful lot of collider connections per enemy unit. This seems messy, and would I run into scaling issues with 10-20 enemies, each with as many colliders?

  3. Is there a built in way to cut away at an instanced object as it is collided with?

Just a bit lost on how to execute this, anything I can think of just seems hacky.

Any other thoughts or help appreciated!

Theres a few ways to accomplish that effect, with procedural mesh logic, or with shader cutouts for example.

Here’s an asset that may give you some leads:

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Thanks for the heads up, I’ve decided to make it easier on myself and give myself 3-7 different particles that can be broken, forming a shield, rather than sprites that break up, should be much less work and lighter weight. I had no idea so much went into it, and figured unity has a built in way of doing it, ty!

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