Unity. Shatter component

RayFire Shatter component

Its main purpose is Prefragmentation in Editor mode. For now, it provides 5 fragmentation types: Voronoi, Splinters, Slabs, Radial, Slice and Tetrahedron based fragmentation (but this one is too advanced for games, at least for now)

Fragments

Fragment Type: Defines fragmentation type for the object

  1. Voronoi: Low poly, convex, physics friendly fragments.
  2. Splinters: Low poly, convex, physics friendly fragments, stretched along one axis.
  3. Slabs: Low poly, convex, physics friendly fragments, stretched along two axes.
  4. Radial: Low poly, convex, physics friendly fragments, creates radial fragments pattern.
  5. Slice: Slice object by planes.
  6. Tets: Tetrahedron based fragments, this type is mostly useless as is and should be used with Clustering, in this case it creates high poly concave fragments.

Voronoi properties

Amount: Defines amount of points in point cloud, every point represent rough center of fragment.

Center Bias: Defines offset of points in point cloud towards Center. Using high value it is possible to create more tiny fragments closer to Center and less bigger fragments far from it.

Splinters properties

Amount: Defines amount of points in point cloud, every point represent rough center of fragment.

Strength: Defines sharpness of stretched splinters.

Center Bias: Defines offset of points in point cloud towards Center. Using high value it is possible to create more tiny fragments closer to Center and less bigger fragments far from it.

Slabs properties

Amount: Defines amount of points in point cloud, every point represent rough center of fragment.

Strength: Defines sharpness of stretched slabs.

Center Bias: Defines offset of points in point cloud towards Center. Using high value it is possible to create more tiny fragments closer to Center and less bigger fragments far from it.

Radial properties

Radius: Radius of radial fragmentation type.
Divergence: Radial type creates point cloud which creates Voronoi fragments. Divergence property defines random offset for points in this point cloud. High divergence provides more chaotic fragments.
Restrict: Divergence offset points in all directions. If Restrict property is On points will be restricted to plane.
Rings: Defines amount of Rings.
Focus: Defines bias to center for rings.
Focus Str: Defines Focus bias strength.
Random Rings: Add random offset to rings position.
Rays: Defines amount of Rays.
Random Rays: Add random offset to rings direction.
Twist: Add rotation to rings relative to center.

Custom point cloud properties

Slice properties

Tets properties

Density: Defines the density of the tetrahedron cage.
Noise: Add noise for tetrahedrons
Mult: Multiplier for Density.

Clusters properties

Properties group

Decompose: Decompose fragments to several meshes by the connectivity of the original mesh.
Copy Components: Copy components from fragmented objects to fragments.
Seed: Seed for all random parameters.

Interior properties

Inner material: Allows to define the material for fragment’s inner surface. If not applied RayFire will use original object material for the inner surface.
Mapping Scale: Defines the mapping scale for inner surface. Using this property you can increase or decrease the size of texture for the inner surface.

Export to FBX

Export to Mesh Asset

Bad Meshes and how to fix them