Eris – Voronoi Fracture
Runtime and Editor-time Voronoi mesh fracture for Unity. Break convex meshes into physically plausible fragments with one click or from script — impacts, explosions, destructible props.
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Eris breaks convex meshes into physically plausible fragments — in the Editor with one button, or at runtime on collision, bullet impact, or however your game triggers it. Native C++ backend for fast fracture computation, a full C# scripting API for gameplay code, and complete Editor tooling for one-off destructible props.
SIMULATION TYPES (VoronoiFractureRigid)
- Dynamic (default). Falls immediately under gravity, like a normal Rigidbody.
- Sleeping. Frozen until any collision, then behaves like Dynamic.
- Inactive. Frozen until a collision's impact force (impulse magnitude, mass-aware) exceeds Activation Impact Force, then behaves like Dynamic.
- Kinematic. Never falls on its own (drive it via script/Animator) — collisions can still trigger fracture.
- Static. Same behavior as Kinematic — separate option only for naming parity with other destruction tools.
FRACTURE TRIGGERS
- Editor-time. Fracture Mesh Inspector button — one-off, pre-authored breakage; save the result as a persistent Asset or Prefab for zero runtime fracture cost.
- Runtime, Collision. VoronoiFractureRigid fractures automatically on collision, optionally gated by a Damage Threshold instead of a one-hit break.
- Runtime, Script. VoronoiFractureRuntime.FractureAt (one-line bullet-impact helper) or the full Fracture.Execute/ExecuteAndSpawn API for any custom trigger.
FRACTURE PATTERNS
- Voronoi. Classic cell fracture.
- Radial. Concentric Rings x angular Rays polar grid around an Impact Point — glass/panel-style breaks.
- Splinters. Cells stretched long along one axis — elongated shard fragments.
- Slabs. Cells stretched flat along two axes — plate/panel fragments.
SEED PLACEMENT
- Uniform. Even random placement across the mesh.
- Clustered. Seeds packed within a radius of the Impact Point — localized impact break.
- Surface Weighted. Biased toward the mesh's surface — thinner shell, thicker interior fragments.
- Density Bias. Gradient control (0-1) concentrating fragments toward the Impact Point while still covering the whole mesh.
- Custom. Implement your own seed placement via the ISeedGenerator interface.
FRAGMENT LIFECYCLE & MANAGEMENT
- Fade Types. None / SimExclude (strips Collider+Rigidbody) / MoveDown / ScaleDown / Destroy — ticked centrally by one manager, not a per-fragment component.
- Fragment Manager. Global fragment-count cap (oldest-first eviction), GameObject pooling, gravity override, Y-threshold cleanup — opt-in per fracture call.
MATERIALS & OUTPUT
- Multi-material fragmentation. Separate exterior/interior materials — interior (cap) faces get their own material automatically.
- Save Fragment Meshes as Asset / Save Fragments as Prefab. Persist fracture results for reuse instead of one-off in-memory meshes.
- Export Fragments as FBX. Inspect results in Blender/other DCC tools (optional dependency, see above).
SCRIPTING API
- Fracture.Execute/ExecuteAsync. Data-first — returns fragment meshes + volume/ centroid data, spawns nothing.
- Fracture.ExecuteAndSpawn(Async). Fractures and spawns fragment GameObjects in one call — the usual gameplay entry point.
- FractureSettings.Builder. Fluent, validating configuration from code.
PERFORMANCE
- Thread Mode. Sequential/Auto/Manual native multithreading — Auto uses all available CPU cores; affects wall-clock time only, never the fracture result.
- BVH-accelerated. Native pipeline is BVH-accelerated for meshes with 64+ triangles.
KNOWN LIMITATIONS
- Concave meshes are not supported — convex input only.
- Cluster Strength and Smoothing Iterations fields are not yet implemented (labeled as such in the Inspector, not silently ignored).
- macOS is planned but not yet available — Windows x64 only for now.