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Fracture - Dynamic Destruction System

Discussion in 'Assets and Asset Store' started by smb02dunnal, Apr 5, 2013.

  1. smb02dunnal

    smb02dunnal

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    No, it's part of the incentive to buy Pro :) If I offered all the features of Pro in the LITE version, what would be the point? ;)

    There's nothing stopping you programming this functionality yourself though! You could create a new script component that destroyed the shard after X seconds...
     
    Jaqal likes this.
  2. EdgeInterface

    EdgeInterface

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    Hi,

    Just for sake of asking obvious: if I hit same cube with same force from same direction will I get same shards every time or there is some kind of randomness factored into whole process? If it is deterministic I could use Fracture to replicate environment by simply running a script that creates bunch of cubes with predefined parameters (position, mass, size, etc.) and executes series of predefined "hits". Is that correct?
     
  3. smb02dunnal

    smb02dunnal

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    It's true there is some randomness to the behavior of Fracture, however if you manually set the Random.seed to a fixed value, you can produce the same results using the method you've proposed.
     
  4. Jaqal

    Jaqal

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    So if you set the randomness to low could you use this to make cutting down trees to look fairly realistic? As well as still have them affected by wind? If so I will buy immediately!
     
  5. tbg10101_

    tbg10101_

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    Any word on how well this works in Unity 5?
     
  6. Jaqal

    Jaqal

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    Can you only use this on objects with your special shaders? I'm using PBS (not unity 5).
     
  7. SpaceRay

    SpaceRay

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    I think that this is really great and gives very good fracturing and destruction, and seems to be very well done and I would like to buy it, but before I want to make some questions

    As this is a long post I give you my thanks for all your attention and time for reading and I appreciate if you can be so kind to be able to answer this and think would also be useful for others that would be interested to buy this.

    You can take your time and do it when you can and if you want, is not urgent.

    1 UPDATE? - Since the last update is of 08 April 2014 and we are now on 24 February 2015, is it going to be further updated or is no longer supported and there will be no more updates?

    I wish and hope that this is kept alive and you can continue updating it.

    2 - Is this compatible with Unity 5.0 ?

    As the final release date of Unity 5.0 is very near, I wonder if this is going to work without problems

    3 - UPDATE TO BE ABLE TO BREAK FURTHERMORE ALREADY GENERATED BROKEN PARTS?

    I am not sure, but I think that from the demos shown, once the broken parts are generated, they can´t be broken again in smaller pieces, and it would be really much more realistic, cool and great to be able to make them breakable too so continue breaking them if hit again.

    4 - COMPATIBLE WITH MODERN NEW MOBILE DEVICES?

    I think it was told that this is not directly compatible with mobile devices and can be only used for desktop computer or consoles, but does it keep being the same with the new much more powerful mobile devices that have just recently be released? I understand that older devices are not powerful enough.

    5 - ARE THE GENERATED BROKEN PARTS MERGED TO AVOID DRAW CALLS?


    In the Free demo I can see in the Hierarchy that there are generated "Split shard" objects individually, and I wonder if these separated parts are joined together to avoid draw calls in the Shard Pool that is generated?
    Or what is the Shard Pool for?

    6 - DOES NOT NEED A PREPARED READY MADE FRACTURED OBJECT (without making them breakable first) I think this is the most interesting and amazing thing

    In the website description is written:

    The main feature of the tool is the runtime dynamic fracturing of convex meshes. It can divide convex meshes around an impact point using a 3D voronoi algorithm.


    The main reason and most interesting part of I am interested in this is that it seems that it can break ANY convex 3D object WITHOUT having it fractured previously externally in an 3D software so you I can think that you can generate a town of 80 different houses and objects, and you can destroy them with this without having to do nothing to prepare those houses, so without bothering to make them breakable.

    7 - IS THERE ANY LIMIT TO WHAT CAN BE BROKEN ?


    I wonder if there could some limitations of what can be broken, and if it can be ANYTHING that has convex meshes, or there could be some things some possible limitation in some way.

    8 - WHAT HAPPENS WITH IRREGULAR 3D OBJECTS (Like a human stone statue for example)

    In the 3 demos shown all are flat and plain surfaces, but what happens when it could be a irregular rock shape, a car, a human stone statue, or any other irregular thing? is the irregular shape kept and broken in different parts voronoi style? I think hat most probably if is a car it would be broken like if the car was made of stone in voronoi bits and I agree with this.

    9 - WHAT ABOUT MATERIALS AND SHADERS?

    How are the materials from the convex 3D object applied to the broken parts generated?
    Can it be any kind of material or there is any limitation?
    What happens with shaders ? Are they applied also to the 3D generated parts?
    Can the inner parts of the voronoi generated parts have a different material? I mean if the wall is blue, can each broken part have one part blue and the others faces or sides white?

    10 - SIZE OF BROKEN PARTS? I have played with the demos, and they are great, but I wonder how does the voronoi algorithm decide the size of the generated broken parts.
    How is decided how is going to be broken?
    Does it depend of the size of the object?
    Can you decide that the broken generated parts be smaller or bigger?
    Does small things break in the same way as big things?

    11 - HOW DOES THE IMPACT FORCE AFFECT THE BREAKING OF THE OBJECTS?

    What happens when the same 3D object gets impacts with different forces?
    Would the generated broken shards be created the same size, or would be bigger with a low force and smaller with a higher powerful force?
    I mean that is not the same force applied to be hit by a bullet, from a car crashing to the object, or from a missile.
    Would the size of the broken part of the object be bigger according to the power of the impact? For example, would make a bigger hole in a wall.
    Would the broken objects generated have the same size with different forces?

    12 - HOW DOES THE SIZE OF THE OBJECT THAT IMPACTS MODIFY THE DESTRUCTION?


    If you have a wall (like in the demos) and you shoot a bullet, or throw with force a big rock, or crash a car into the wall, or even an elephant hits the wall, how these different sizes of the impacting objects modify the creation of the generated shards?

    As said first, Thanks very much for all your attention and time for reading and I appreciate if you can be so kind to be able to answer this.

    I wish you all the best and that you can be able to sell a lot
     
    Last edited: Feb 24, 2015
    KWaldt likes this.
  8. SpaceRay

    SpaceRay

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    On February I have put the above questions, and there is still no answer in April 4

    Sorry that I have asked so many things above, and if you do not have time to answer, I can understand it and is no problem, you do not need to answer, but please answer to the one here below

    I wonder if this Fracture proyect is still alive and will be kept in development and still be updated?


    Because the last post you have done is from OCTOBER 2014 and we are now on April 2015 and the last update of the asset is from April 2014

    I think this is really great and well done and would be a real pity that this will not continue to be developed

    Thanks for any help
     
    Last edited: Apr 5, 2015
  9. SpaceRay

    SpaceRay

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    Yes I would like to know also about this
     
  10. mittense

    mittense

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    It works fine in Unity 5.
     
  11. smb02dunnal

    smb02dunnal

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    The reason I've not updated in a while is because there hasn't been any issues AFAIK. I get the occasional email every now and then, but mostly it's just because of inadequate (or ignored) documentation.

    I've made some tutorial videos to help with that!

    Tutorials

    Beginner:

    Getting Started:

    Convex Fracture:



    Intermediate:
    Performance Tips:



    Advanced:
    Structural Simulation:
     
    JanCDS likes this.
  12. smb02dunnal

    smb02dunnal

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    Yes, I still continue to fix problems as they arise, but feature development has halted (for the time being at least).

    Yes.

    This is something I've played about with myself, and creating this many fractured rigidbodies on such an exponential scale quickly kills the performance. There's absolutely nothing stopping you from doing this yourself though. After creating a 'shard pool' (a feature of the plugin), add a 'convex fracture' script to all the shards.

    There's no limitation, this is purely C# code. I suspect performance might be reasonable on modern mobile devices.

    Separate pieces. I try and use dynamic batching in all my scenes in order to merge them as you say. You should do the same.

    That is correct, THIS IS A DYNAMIC DESTRUCTION library. Purely runtime! So long as you have a CONVEX mesh. :)

    Anything that uses a convex mesh... See above :p

    Well a human stone statue isn't going to be convex... unless the statue is of a very fat person, curled up into a very tight ball. Please check you know what a convex mesh actually is.


    You must use the included triplanar shaders, as UV's will not be fractured correctly.

    A number of things, depending on the trigger settings. Most commonly a radius around a collision contact, based on force of contact.

    See above.


    It's not so much the size of the object that really matters, it has far more to do with the mass and speed of the colliding object.
     
  13. hippocoder

    hippocoder

    Digital Ape Moderator

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    Hiya!

    We're very interested but the limitation that we have to use specific shaders can't fly with us :( we use Alloy and wondered what the plan was regarding uv.

    Thanks :)
     
  14. hippocoder

    hippocoder

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    Also small bug on demo scene?

    upload_2015-5-6_13-22-42.png
     

    Attached Files:

  15. Silly_Rollo

    Silly_Rollo

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    Does it use a Unity 5 standard shader as a base? Do half destroyed objects cast shadows properly in Unity 5?

    Any limitations when attaching the script to a runtime mesh combined object or does it require some editor functionality?
     
  16. smb02dunnal

    smb02dunnal

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    You're using the Alloy for everything without any exceptions? Really?

    Okay, well if Alloy has support for tri planar shaders then this will work! In order to make the destruction nice and fast, uvs had to be compromised. So triplanar is really the only solution. Sorry.
     
  17. smb02dunnal

    smb02dunnal

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    No, just PhsyX producing an error. In reality this won't matter.
     
  18. smb02dunnal

    smb02dunnal

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    A triplanar shader is required.

    Yes shadows cast correctly (have you not seen the demo)?

    None that I'm aware of. You'll need a convex mesh on a meshfilter and a collider.
     
  19. hippocoder

    hippocoder

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    In my 32 years of game development I've yet to see where exceptions don't matter, but each to their own and good luck with the asset :)
     
    Mohamed-Anis likes this.
  20. smb02dunnal

    smb02dunnal

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    In your 32 years, have you had much PhysX experience?

    Maybe a better explanation might put you at ease. So, nearest I can figure, what's happening here is that a piece of geometry has been created without thickness, therefore, a 3D convex hull cannot be calculated. This is one of the possibilities that can happen when fracturing geometry. One solution is to detect these cases and destroy the mesh. Personally, I leave it as it doesn't bother me.

    So it's not really a fatal assert, not even a normal assert. More of a warning. If Unity provided a CreateConvexMesh function, I can imagine it would return a bool, true if it was successful, false if not. However, it doesn't and we live in the world they created so...
     
  21. Squalol

    Squalol

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  22. Fabbs

    Fabbs

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    Hello, first of all great plugin!

    Would you mind telling me how to use the bullet trigger? I have basicly been trying to fracture objects on raycast hit, but i just cant get it to work. I see that there is a bullet trigger with health and everything which i suspect does the same thing but i must be missing information somewhere because i can't get it to work.

    Thank you in advance!
     
  23. hoesterey

    hoesterey

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    Can fractures be created across multiple LODs? I'm guessing no but figured I'd check.
     
  24. Wolfs0ng

    Wolfs0ng

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    How about optimization ? it works if i got ~400 building (20-30 peaces for each), on pc.
    What about occlusion culling ? it works correct with ur destruction system ?
    And if my building consists of some parts, it split them correctly ?
     
  25. pi-k

    pi-k

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    As far as I can tell it's not a feature of the pro version either. I suspect the creator planned some additional features but lost interest and gave up on this asset.
     
  26. smb02dunnal

    smb02dunnal

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    > As far as I can tell it's not a feature of the pro version either.

    It most definitely is pi-k, and has been for some time. What version are you on?
     
  27. pi-k

    pi-k

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    Whichever the asset store served up last to me.

    I find the feature that bakes meshes into structural integrity assemblies but nothing that can do in-editor fracturing which is rather heavily suggested as a feature based on the house destruction demo in combination with the name of the asset.
     
  28. dienat

    dienat

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    Does this allow cut a tree in any angle by a weapon?
     
  29. Ascensi

    Ascensi

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  30. Qusdrok

    Qusdrok

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    hi bro, can i use this package for 1 sphere? after it auto generated shards it changed to 1 square :( please someone help me
     
  31. khos

    khos

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    Is this asset / forum thread still being looked at? How can I change the shard's rigidbody weight after collision, they are only small amounts... and the scripts are packaged in a .dll it seems so not ideal.