The Destructible Props Pack provides a structured workflow for environmental interactivity by utilizing a dual-state mesh methodology. Each interactive asset contains an intact Base Mesh along with a pre-fractured, segmented variant generated via procedural Voronoi partitioning. This split-mesh setup eliminates the heavy CPU overhead associated with real-time runtime mesh slicing, making it suitable for hardware-constrained targets such as mid-tier mobile devices and standalone VR headsets.
From an architectural standpoint, the geometry is constructed with clean topology, clean UV unwrapping, and dedicated interior faces for broken segments. The inner surface geometry contains unique material IDs, allowing high-density normal maps to render realistic interior textures (such as raw wood splintering, concrete grain, or fractured ceramic) without inflating the main asset's vertex count during static rendering.
The asset suite uses a standardized Metallic/Roughness Physically Based Rendering (PBR) pipeline designed for compatibility across the Built-in Render Pipeline, Universal Render Pipeline (URP), and High Definition Render Pipeline (HDRP). Textures are grouped into packed maps to minimize sampling overhead inside shaders.
By default, textures are bundled into shared texture atlases per prop category (e.g., crates, barrels, interior furniture). This organization reduces unique material instances, allowing intact props scattered across an environment to take advantage of Static Batching and GPU Instancing before destruction takes place.
Runtime behavior is driven by a central destruction event controller that manages physical state transitions, dynamic component instantiation, and mesh swapping. Rather than maintaining active Rigidbody components on all props prior to collision, the system uses a passive listener pattern that keeps physics calculations disabled until an impact exceeds a predetermined force threshold.
When triggered, the intact GameObject is deactivated or removed, and the pre-fractured prefab is instantiated in its exact transform position. Forces, linear velocity, and angular momentum from the impact source are calculated and distributed across the individual fragment Rigidbody components.
using UnityEngine;
namespace DestructibleProps.Core
{
[RequireComponent(typeof(Collider))]
public class DestructiblePropController : MonoBehaviour, IDestructible
{
[Header("Fracture Settings")]
[SerializeField] private GameObject fracturedPrefab;
[SerializeField] private float impactThreshold = 15.0f;
[SerializeField] private float explosionForceMultiplier = 2.5f;
[Header("VFX & Audio")]
[SerializeField] private GameObject destructionVFX;
[SerializeField] private AudioClip breakSound;
private bool isBroken = false;
private void OnCollisionEnter(Collision collision)
{
if (isBroken) return;
float impulse = collision.relativeVelocity.magnitude * collision.rigidbody?.mass ?? collision.relativeVelocity.magnitude;
if (impulse >= impactThreshold)
{
TriggerDestruction(collision.contacts[0].point, collision.relativeVelocity);
}
}
public void TriggerDestruction(Vector3 contactPoint, Vector3 direction)
{
if (isBroken) return;
isBroken = true;
// Instantiate pre-fractured model
GameObject fracturedInstance = Instantiate(fracturedPrefab, transform.position, transform.rotation);
// Transfer physics momentum to child fragments
Rigidbody[] fragmentRigidbodies = fracturedInstance.GetComponentsInChildren<Rigidbody>();
foreach (Rigidbody rb in fragmentRigidbodies)
{
rb.AddExplosionForce(impactThreshold * explosionForceMultiplier, contactPoint, 3.0f, 0.1f, ForceMode.Impulse);
rb.AddForce(direction * 0.5f, ForceMode.Impulse);
}
// Spawn visual effects
if (destructionVFX != null)
{
Instantiate(destructionVFX, contactPoint, Quaternion.identity);
}
// Clean up intact object
Destroy(gameObject);
}
}
}
High volumes of physical dynamic debris can quickly cause bottlenecks in the engine's physics thread (PhysX) and inflate the draw call count via unique sub-mesh renders. Implementing systemic cleanup rules and pooling limits maintains consistent frame timings during intense destruction events.
Debris) and disable self-collision between fragment layers in the Physics Settings. This drastically cuts down on contact pair calculations per frame.| Category | 3D / Props |
|---|---|
| Latest Version | v2.0 |
| File Size | 303.23 MB |
| Added to Platform | February 5, 2026 |
| Views | 9 views |
| Downloads | 0 downloads |
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