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Breakable glass and objects system: Simple procedural solution preview
Unity

Breakable glass and objects system: Simple procedural solution

By CyberRevolutionGames

$15

Rated 5.0/5 from 5 ratings on Unity.

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Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $15. The latest store price is $15, matching the lowest recorded price shown here.

Recorded prices for Breakable glass and objects system: Simple procedural solution 1 price observations from Nov 3, 2026 to Nov 3, 2026. Lowest recorded price $15. Exact dates and prices are listed below. $0.00 $7.50 $15.00 Nov 3, 2026: $15. Latest store price Nov 3, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
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$15Latest store price

About Breakable glass and objects system: Simple procedural solution

  • Tools, Systems & Learning > Development Tools & Automation
You don't need anymore to use any other software to "Prepare" shards instances like in most of "Mesh destruction" assets. All you need to do is press one button, and Breakable Objects System will create broken object right in unity!


All shards are placed in Broken object pools. It means that shards from one broken object will be reused on another identical object later. It greatly increases runtime performance especially if you have to destroy a lot of identical objects.


Breakable objects system has a lot of different options to configure mesh destruction process as you wish.

Main features
1. Procedural mesh fracturing right in Unity Editor. Textured meshes are supported.
2. A lot of options for broken objects
3. Shards pools that can be used to share the same shards between similar objects

Important notes
Please note that the provided solution is SIMPLE. So, there are some points:
1. Destruction algorithm works by slicing with random planes
2. By default the new geometry will be generated for inner surfaces. Interpolated UV-coordinates will be applied. It will work properly only if your mesh is convex. If your mesh is concave or too difficult you may encounter some problems or graphical artifacts. You can play around with some values or disable option “Add new geometry” in this case

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