Current sales News My Tracked Assets Login
MeshExploder Tool preview
Unity

MeshExploder Tool

By Justin.HT

$9.99

Price history

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: $9.99. The latest store price is $9.99, matching the lowest recorded price shown here.

Recorded prices for MeshExploder Tool 2 price observations from Sep 17, 2026 to Nov 5, 2026. Lowest recorded price $9.99. Exact dates and prices are listed below. $0.00 $5.00 $9.99 Sep 17, 2026: $9.99. Unity First Price 2026-09-17 2026-09-17 Nov 5, 2026: $9.99. Latest store price Sep 17, 2026 Nov 5, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$9.99Latest store price
$9.99Unity First Price 2026-09-17 2026-09-17

Sale and bundle history

The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About MeshExploder Tool

  • Tools, Systems & Learning > Development Tools & Automation
MeshExploder_Tool gives you a focused editor workflow for turning low-poly meshes into reusable, deterministic destruction assets. Select a mesh, configure fracture and playback, bake a BakeAsset, preview the result, and validate the generated fragments. At runtime, use the included API to apply hits and explosions, reset objects, pass inherited velocity, activate supports, and drive progressive collapse. Quick start: 1. Open Tools/HT/MeshExploder_Tool/Open Workbench. 2. Select a mesh. 3. Choose Thin Shell or Solid Volume and a partition pattern. 4. Tune fragment and playback settings, then bake. 5. Preview and validate the result, then drive it from the runtime controls. The default runtime represents rigid fragment bones in one skinned mesh, avoiding one GameObject and Rigidbody per chunk. Structural supports, stress and load paths, partial-bake anchors, and pooled hero-object physics islands are available for more involved setups.

Unity price last checked .

Prices and availability may change.