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[Free Open Source] Unity 2.5D Destruction

Discussion in 'Assets and Asset Store' started by neshius108, Aug 14, 2018.

  1. neshius108

    neshius108

    Joined:
    Nov 19, 2015
    Posts:
    110
    Hello there!

    Since I often get very valuable help and assets from this very forum, I thought of contributing myself.

    Some time ago I had the need of a 2D destruction asset and this: https://forum.unity.com/threads/free-open-source-unity-2d-destruction.382416/ (https://github.com/mjholtzem/Unity-2D-Destruction) fantastically did the job.
    Now, as I moved onto a different project, I found myself needing something slightly different.
    After some tweaks and tests, here I present:

    Unity 2.5D Destruction




    I am quite aware that there are not many crazy people out there (like me) who enjoy suffering and mixing 2D sprites in a 3D world but here you go: https://github.com/Nesh108/Unity-2.5D-Destruction .

    I made as little changes as possible in order to make it easier to switch.

    Here are some tasty new features:

    - Timed destruction of each fragment (this can also be set as a range for a slow cleanup)
    - Mass/Drag/AngularDrag per fragment (also settable as a range)
    - Gravity for all the fragments
    - Collider type of the main object (for the moment each fragment is a simple and tiny mesh collider)
    - Collider width (these can be tuned manually after the generation)

    This means that you can now explode 2D sprites onto a 3D world! :D

    TODO
    - Add more precise mesh collider for each fragment

    That's all folks!

    /Nesh
     
  2. drorriov

    drorriov

    Joined:
    Jun 7, 2014
    Posts:
    43
    That is pretty neat!! Great work and thanks for sharing.

    As I remember with Unity-2D-Destruction you couldn't place it into a prefab as the meshes won't get saved.
    Would that be possible with your 2.5D update?
     
  3. neshius108

    neshius108

    Joined:
    Nov 19, 2015
    Posts:
    110
    Mmmm, haven't tried that. I think one would have to serialize each generated mesh before the prefab worked.
    Might look into it in the future :)