Me and a cohort made this slicing game for iPad with real time slicing (link is to web player), and now we put the slicing kit on the asset store. (The linked game is the demo.) It was built to get the game to run with lots of real time slicing at sixty FPS without any lurches. The code's organized to avoid cache thrashing. Note: This is for simple meshes. For slicing ragdolls, check out Limb Hacker. Features: Sub meshes (multi-material meshes) Normal, Tangent, UV1 and UV2 channels Slice by plane (two public methods for this) Slice by line in screen space Slice by object (details below) Special optimizations for repeated slicing Filling in the slice hole with texture Slice by line demo featuring simple game mechanics. Handles hierarchies. A muffin. An orange. A donut-orange hybrid. God bless GMOs. Sources for the muffin. Sources for everything else. The double sided shader configuration used in Synergy Blade. You can see the manual for more. The slice-by-object feature involves a slicer prefab which you can attach to blades and whatnot, a sliceable component and a "slice handler" facility to deal with custom setup of slice results. The goal here is to make the best damn slicing kit ever created. Cover art by Nigel Kitts.