RVFX Destruction – Mesh Fracture, Debris & GPU Playback


BAKE. PLAY. ... Shell and secondary fracture — Extend your destruction setups with additional ... Graph-based authoring — Organize groups, anchors, constraints, and forces through ...


by RVFX


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Create baked destruction in Unity with mesh fracturing, graph-based authoring, constraints, forces, GPU playback, instanced debris, particle effects, and height-adaptive playback.

RENDER PIPELINE SUPPORT

  • Built-in Render Pipeline — Supported
  • Universal Render Pipeline (URP) — Supported
  • High Definition Render Pipeline (HDRP) — Supported

AUTHORING & FRACTURING

  • Editor-based mesh fracturing and destruction authoring.
  • Six fracture patterns: Voronoi, Wood Splinter, Brick, Glass, Impact, and Slice.
  • Refracturing of selected pieces.
  • Interior material configuration.
  • Shell and secondary fracture features.
  • Save and load destruction setups.

GROUPS, CONSTRAINTS & FORCES

  • Graph-based editing for groups, anchors, constraints, and forces.
  • Vertex Color IDs for group assignment.
  • Constraints within groups and between groups.
  • Chunk constraints.
  • Active/inactive group configuration and activation conditions.
  • Directional and explosion force authoring.
  • Proxy and collision configuration.

BAKING & PLAYBACK

  • Editor-simulated destruction recorded into RVFX’s custom baked data format.
  • GPU playback of baked destruction motion.
  • Playback controls for triggering, pausing, resuming, and resetting.
  • Height-adaptive playback for compatible baked setups.
  • Collision playback workflow.
  • Portable playback package export for another Unity project.

DEBRIS & PARTICLE EFFECTS

  • Event-driven instanced mesh debris.
  • Configurable debris mesh/material pairs.
  • Playback-level overrides for debris mesh/material pairs and effect prefabs.
  • Particle effect prefabs with support for child Particle Systems.
  • Effect lifetime and placement controls.

DOCUMENTATION & TUTORIALS

  • Included PDF documentation.
  • Online documentation and step-by-step video tutorials.
  • Tutorials covering installation, authoring, baking, customization, and playback.

WORKFLOW & SCOPE

  • Fracturing and destruction simulation are authored and baked in the Unity Editor.
  • Runtime playback uses the recorded destruction motion.
  • The package does not perform arbitrary runtime mesh fracturing.
  • Height-adaptive and collision playback features operate within their supported baked workflows.

▶ WATCH THE STEP-BY-STEP VIDEO TUTORIALS

READ THE ONLINE DOCUMENTATION



FRACTURE. BAKE. PLAY.

RVFX Destruction is a mesh fracturing and destruction tool for Unity. Create baked destruction for breakable props, buildings, and environments with graph-based authoring, GPU playback, instanced debris, and particle effects.

Control fractures, groups, anchors, constraints, and forces directly in the Unity Editor, then bake and reuse your destruction animations in-game.



CREATE AND CONTROL YOUR DESTRUCTION

  • Multiple fracture patterns — Voronoi, Wood Splinter, Brick, Glass, Impact, and Slice.
  • Refracture selected pieces — Add finer detail to specific areas by fracturing selected pieces again.
  • Interior materials — Customize the appearance of exposed fracture surfaces.
  • Shell and secondary fracture — Extend your destruction setups with additional fracture options.
  • Graph-based authoring — Organize groups, anchors, constraints, and forces through visual graphs.
  • Structural connections — Connect pieces within and between groups, and configure chunk constraints.
  • Activation controls — Configure active and inactive groups and their activation conditions.

BAKE AND REUSE YOUR RESULTS

  • GPU playback — Replay baked destruction motion in your game.
  • Custom baked data format — Store destruction motion in RVFX’s custom data format for GPU playback and reuse across your scenes.
  • Instanced debris — Add mesh debris driven by recorded events.
  • Particle effects — Spawn customizable effect prefabs alongside your destruction.
  • Playback customization — Replace effect prefabs and update debris mesh/material pairs.
  • Height-adaptive playback — Reuse compatible baked setups at different heights.
  • Portable playback — Export playback packages for use in another Unity project.

RENDER PIPELINE SUPPORT

  • Built-in Render Pipeline — Supported
  • Universal Render Pipeline (URP) — Supported
  • High Definition Render Pipeline (HDRP) — Supported


BUILT FOR YOUR SCENES

Customize fracture patterns, interior materials, structural connections, forces, debris, and effects to suit your art direction. Create destruction sequences for action, shooter, RTS, strategy, and cinematic projects, from individual breakable objects to collapsing structures.



A CONNECTED WORKFLOW

Prepare your mesh → Fracture → Configure behavior → Simulate and bake → Play in your game.

RVFX uses an editor-authored, pre-baked destruction workflow. Destruction motion is prepared before gameplay; it is not an arbitrary runtime mesh-fracturing system.



LEARN AS YOU BUILD

Follow step-by-step video tutorials covering installation, your first destruction, fracture patterns, graph authoring, constraints, forces, debris, effects, and playback. Online documentation provides additional guidance as you build your own setups.