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Breakable Glass and Objects System

Procedural "one click" mesh destruction for Unity. Press one button in the Editor and the system creates a broken version of your object, so you don't need any other software to prepare shards.

A red object bursting into shards with a flash of yellow light

Legacy asset. Version 1.2 is the current release. An update with bug fixes and small improvements is in progress. For new projects we recommend BOSS, our newer destruction asset.

Main features

  • Procedural mesh fracturing right in the Unity Editor. Textured meshes are supported.
  • A lot of options for broken objects — shard count, colliders, explosion force, torque, shard lifetime.
  • Shard pools that share the same shards between similar objects, so breaking many identical objects stays fast at runtime.

Three dark spheres shattering into curved shards above a grassy plane

Important notes

The provided solution is simple. Keep these points in mind:

  • The destruction algorithm works by slicing the mesh with random planes.
  • By default, new geometry is generated for the inner surfaces, with interpolated UV coordinates and the original material. This works properly only if your mesh is convex. If your mesh is concave or too complex, you may see problems or graphical artifacts. Play around with the values, or turn off Add new geometry in that case.

Requirements

  • Unity 2020.3.12 or newer.
  • The code works with the Built-in Render Pipeline, URP and HDRP. The example scenes are made for the Built-in Render Pipeline only.

Install

Import the package from the Asset Store. Its files go to Assets/CyberRevolution/BreakableObjectsSystem; example scenes and scripts are in the Examples folder there.

Where to go next