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Hi, 1.73 should work, can you Debug.Log the object name you are trying to explode on the line where you call exploder.ExplodeObject(...), to...
Hi, I sent you an email regarding this.
Hi, I believe you can do it with Arc, this is what I just did: [ATTACH] You can invert the arc by manipulating the gizmo. Use the child...
Thanks a lot, I will check it out.
No problem, I am glad you have it working.
Hi, I tested the crack with object moving and it appears correctly in my demos. I cracked several objects on start, moved them around and exploded...
Hi, yes, you should be able to move cracked objects unless something is wrong, let me do a quick test of the latest version and I get back to you.
Hi, queueing of explosions is automatic, you can do this: ExplodeObject(limb0); ExplodeObject(limb1); ExplodeObject(limb3); and all limbs will...
Hi, to use Playmaker you have to uncomment playmaker definition macros inside Exploder folder "Assets/Exploder/Playmaker/*", for example open...
Hi, I have already answered to you on email, but post it here as well: all PrimitvesPro objects support only one material/texture, since it's a...
Yes, one of the recent version supports this, check this link with screenshot:...
Hi, sorry for the late reply, I missed notification from your post. The fragments are persistent even after scene reload because the fragment...
Hi, how do you reload active scene? I tried this and it seems to be working well: UnityEngine.SceneManagement.SceneManager.LoadScene(0);
Well, you can access active fragments, so after you get your explosion, you can call var list = FragmentPool.Instance.GetActiveFragments(); You...
Hi, you are right, that's a limitation in the current version, I will make a fix so you will be able to create different FragmentPrefab for...
Hi, I was testing this settings with my demos and I haven't seen any object disappearance. Could it something specific to your project? What kind...
Hi, please check version 1.7.2, should be live in few hours on the store, the bug has been fixed.
Hi, it's not possible with the current version since it uses a single texture for the whole mesh and turning on tiling would affect the whole...
Okay, I will look if I can add a fallback for failed mesh colliders.
Hi, thanks for the project in drop box, just downloaded... I see you have enabled "MeshColliders", there are certain limitations in mesh...