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Ultimate Fracturing Destruction editor extension for Unity 3D

Discussion in 'Assets and Asset Store' started by UGTools, May 30, 2013.

  1. TooManySugar

    TooManySugar

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    Sincronizing physics is an overkill. Syncronize the event ov the destruction call such a collapse or simply have the collider object synced so all is computed locally.
     
  2. TooManySugar

    TooManySugar

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    Pleas dev place a roadmap with aprox dates. Otherwise it sounds like vapourwar upgrade livenda style. But you've way more credibility have to add.
     
  3. hoesterey

    hoesterey

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    Hi,
    Is there a way to make the fracture objects generate with primitive collides, e.g. sphere or box? Mesh collides are a bit overkill for my application and I'm trying to be very performance minded as I have to hit 75fps on the oculus.

    Thanks!
     
  4. UGTools

    UGTools

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    I'm planning to add a Trello panel so you can see the progress and also maybe vote for feature requests. I've seen this in other developments and even on Unreal Engine. Sounds good?

     
  5. UGTools

    UGTools

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    Yes, I've waited patiently for this day. During development I traveled to the future in my Delorean to check the forums and saw your question. I added it beforehand so you could finish your Oculus project in time.

    There is a parameter called "Min Collider Volume". Chunks whose volume (width * height * depth in Unity units) is less than this value will generate a Box collider instead of a regular Mesh Collider. So for example if you set it to 0.001 all chunks below 0.1 * 0.1 * 0.1 will be filtered. Or chunks below 1 * 0.001 * 0.1. You get the idea :)
     
    hopeful and hippocoder like this.
  6. hoesterey

    hoesterey

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    Thank the gods for time travel, and Deloreans.
     
    hopeful likes this.
  7. nxtboyIII

    nxtboyIII

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    Hi,
    is there a way so that this does not use so much memory and disk space?
     
  8. UGTools

    UGTools

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    The only memory needed is to store the fractured meshes. There is no way around this I'm afraid. How much memory does it take in your case?
     
  9. hoesterey

    hoesterey

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    Heya,
    Another question around having a large number of fracture-able objects in scene. I have a huge number of moving floating rocks, think asteroids.

    No performance issues on actual Fracture. However. Having the FractureObject and FractureChunk components enabled on the objects when they are not currently being fractured seams to have a big overhead.

    e.g.
    FracturedChunk.OnRenderObject() == 1.54 ms //It looks like this is all "IF_EDITOR" so I think we are good.
    FracturedChunk.Update == .22 ms. //Your time machine missed this one.

    May I suggest in the next version of Fracture in FracturedChunk.Update()
    Changing:
    GetComponent<Renderer>().isVisible == false
    To
    m_rcRenderer.isVisible == false

    and simply moving the GetComponent call to Awake.
    m_rcRenderer = GetComponent<Renderer>();

    This changes performance in update from .22ms to .00 ms. Huge win.

    Thanks!
     
    UGTools likes this.
  10. TooManySugar

    TooManySugar

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    any news on new features?
     
  11. UGTools

    UGTools

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    I'll make sure this gets in the new update. Thanks for sharing!

     
  12. UGTools

    UGTools

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    I'm currently upgrading the integration with the Concave Collider, which will add a completely new and much better algorithm. This will take me probably around 7-10 more days. Next in line is continuing the development of the primary/secondary fracturing (i.e big chunks detaching and fracturing into smaller chunks on contact).
    I will add this in a pack together with the optimization of chunks that entered sleep mode (conversion to static meshes). I'm planning to add some sort of roadmap or development progress page using Trello soon :)

     
    hopeful likes this.
  13. TooManySugar

    TooManySugar

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    I like what I see, specially the sleeping stuff otherwise the scene gets totally overloaded. I know you can remove the chunks after x secs but the look of debris al arround make is looks superb. Please add also the option to remove the chunks collider after n seconds, or n seconds and by size or something like that.
    4.6 will still be supported?
     
  14. nxtboyIII

    nxtboyIII

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    Yay! :Dt
     
  15. UGTools

    UGTools

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    No ETA at the moment (my current job doesn't allow me to plan as much as I really wanted) but I would definitely like to finish it by january. I will keep you guys posted!
     
  16. TooManySugar

    TooManySugar

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    Forgot. Please support plannar elements.
     
  17. SpencerH

    SpencerH

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    I understand that this tool can not be used dynamically from previous responses here. I am trying to figure out how to break apart user defined models that the user will be importing into Unity on starting the application. Is it possible that the calculation of fractures could be done at all during run-time? So the user loads their model then runs fracturing editor during run-time. Load times are not an issue for this circumstance.

    Thank you in advance.
     
  18. UGTools

    UGTools

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    It is possible. It is even possible to do at real-time framerates depending on the polycount. It just isn't optimized for this task :)
     
  19. UGTools

    UGTools

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    Do you mean walls without thickness for example?
     
  20. TooManySugar

    TooManySugar

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    Yes exactly that. Its quite common to have no thicknes element that make the app crash or malfunction. Its funny because sometimes is slices and even works some others raises error and stops. You can do the dirty thing and build and in runtime it works but you know an error is runing in the background, also makes in editor working a mess with console full of errors.
     
  21. mkgame

    mkgame

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    I tried to implement destruction system for some month in my RTS game with your asset too, but non of them were well suited for my needs. I didn't find any solution with your editor script to let the meshes dynamically fracturing (in realtime). I can remember that one of your editor script per-fractured the mesh, and so it created a copy of the mesh with fractures. That worked fine for simple meshes, but when I tried to fracture a house, I got trouble with. And also the fact, that I have to pre-fracture the meshes is time consuming, then I have them in the scene (instead of one house, e.g. 50 fracture game objects).

    Simple question, is there a possibility to simply add a runtime fracturing script to the mesh/gameObject, where I can set a simple fracturing behavior and the amount of max. fractures?
     
  22. Gojira96

    Gojira96

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    Hey

    Did you add PlayMaker Actions?I cant find them.
    I am trying to use this asset with Chronos and PlayMaker but cant figure it out.
     
  23. UGTools

    UGTools

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    Hi there! Sure, v 1.15 (27th June 2015) included them. You can find them in Assets\Ultimate Game Tools\Fracturing\Playmaker Actions
    If not, contact me and I'll help you out
     
  24. UGTools

    UGTools

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    Hi again,

    The problem is, you can't tell an algorithm to work that way. If I want to fracture a cube, using this logic I would also be able to fracture the 6 sides as planes, instead of breaking up the solid, filled version of this cube. And what happens if I want to fracture only one side this way, but the others not? I can't. This is a very simple situation but meshes that aren't watertight have this ambiguity that can't be solved at least automatically :)
     
  25. UGTools

    UGTools

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    This is a very good idea! I think for the next version I will also add a realtime fracturing script. Realtime fracturing is possible, but not optimized. What I can do is add a real-time fracturing script and let the user tell how many chunks he wants. With some finetuning I'm pretty sure everyone can figure out how far to push it. Also some additional optimization parameters can be added to push it even further :)

    What do you guys think?
     
    Danirey and hopeful like this.
  26. mkgame

    mkgame

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    I asked for because there is a fracturing asset, which optimized itself for this purpose. My opinion is, thats not a big deal for you.
     
  27. TooManySugar

    TooManySugar

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    This could be interesting in teh case lets say that you prefracture a building in 5 parts. you hit one big part and you whant extra fracturing in that hit part. This could work.
     
    hopeful likes this.
  28. UGTools

    UGTools

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    Yes but realtime assets usually have very poor implementations. Fracturing & Destruction deals with arbitrary convex/concave objects, does mesh capping, can deal with mesh island generation and also creates a connectivity graph that enables stress computation :)
    Basically I would have to ditch some processing and do additional finetuning to make a realtime implementation.
     
  29. UGTools

    UGTools

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    Yes, that's an option. There could also be a threshold to control how many vertices/triangles an object would need to have at most to be enabled for realtime secondary fracturing.
     
  30. nxtboyIII

    nxtboyIII

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    Ok, this is really getting annoying. I bought Concave Collider, and whenever I try to compute the colliders for the fractured object, it calculates a few and then crashes. Please fix this.
     
  31. hopeful

    hopeful

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    Any error message in the console? That would probably help identify the problem. Also your version of Unity.
     
  32. TooManySugar

    TooManySugar

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    Do you have planar geometry? I found fracture to fail with all of these
     
  33. nxtboyIII

    nxtboyIII

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    No, there are no errors, Unity just crashes. I am using Unity 5.3. By the way, this bug happened also in 5.2 and ever since I have used this asset.

    What is that?
     
  34. hopeful

    hopeful

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    I think he means geometry where there is no volume, only a plane. Basically, the way this plugin works you must have a solid 3D region - like a cube - in order for fracturing to occur. If you try to fracture something like a plane, which has no depth ... well, it doesn't like it at all.

    So if you wanted to shatter a window, instead of using a plane for the pane, you need to use a very thin cube.
     
    TooManySugar likes this.
  35. UGTools

    UGTools

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    I'm very close to releasing version 2.0 of Concave Collider that uses a completely brand new decomposition algorithm, hopefully it will not only fix your problem but also give you way better results :)
    I will make sure to send you a test before releasing it in a matter of days.

     
  36. UGTools

    UGTools

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  37. nxtboyIII

    nxtboyIII

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    Thanks :)

    I actually have already sent you the model from months ago, that one has an issue. I figured out it only crashes if I do Fast or Normal, but Legacy works fine. My email is nxtboyIII.servers@gmail.com

    Just search for that in your email and you can see it

    Also, that mesh I sent you doesn't work with voronoi fracturing either
     
  38. nxtboyIII

    nxtboyIII

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    I just replied to the email that I sent a while ago, if you could please help me
     
  39. DeepMotionPhysics

    DeepMotionPhysics

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    It is a great asset ! Often we need to manually edit the automatically fractured chunks to achieve the result we need. So I'm wondering if we can add the following chunk editing functions:

    1. Delete a generated fracture chunk: all connectors pertaining the chunk should be gone too
    2. Add a custom chunk: automatically generate connectors to its neighbor chunks based on the touch area criteria etc
    3. Merge two chunks: also merge the connectors to neighbors
    4. Translate/Rotate/Scale a chunk: currently the FractureObject seems to remember the chunk's generated position and snap it back to that position when the game runs

    These will be super useful. Thanks!

    A.P.
     
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  40. TooManySugar

    TooManySugar

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    Any news on new version?
     
  41. TooManySugar

    TooManySugar

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    Have you abandoned development¿?
     
  42. Sackstand

    Sackstand

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    i bought a different asset from this Studio and since mid of December there is no further communication. it seems that there is no further developing or support. :(
     
  43. hopeful

    hopeful

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    An update for this plugin was published on Feb 4, just five days ago.
     
  44. Sackstand

    Sackstand

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    hopefully it will go on :) but for me its to late. i already got refunded and now i will think twice before i buy again an asset from this "Studio" :/
     
  45. dpolyakov

    dpolyakov

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    I purchased Fracturing and Concave Collider plugins. All of them are installed, but when I select "Use Concave Collider" in fracturing it says: "Concave Collider not found". I have a PRO version. Is there anything special I need to do so Fracturing plugin will see Concave plugin?
     
  46. Rilissimo

    Rilissimo

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    it's possible to Compute Chunks at Runtime?? thanks!
     
  47. magique

    magique

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    Can the asset fracture an object and have those fractures each have rigidbodies and colliders so they can react to physics when activated?
     
  48. micah_3d

    micah_3d

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    Hello, I am having an issue with my objects fracturing all over on the first impact instead of just affecting the area that is hit. They stick together fine based on my connection strength settings but show the breaks all over the mesh. Does anyone know how to keep this from happening. I have tweaked and adjusted settings from very low to extremely high but still have this issue.
     

    Attached Files:

  49. Theekshana-A

    Theekshana-A

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    Does this have UFPS support?
     
  50. Yamo

    Yamo

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    Hello, I'm trying to attach a collider to a characters mace weapon and I'm finding that it only works if the rigidbody on the collider is set to not be kinematic OR xyz position locked. One or the other would be fine, since without those, the collider flies off into space after one swing. Is there a way to do this? Thanks!