FlexibleGlassDestructor


Pre-fractured glass system. Features easy editor setup, physics/raycast destruction, and cinematic floating effects. Pre-generated meshes avoid runtime CPU spikes. Includes real-time editor previews.


by Rebush


Price History +

Flexible Glass Destructor is an editor-integrated procedural glass fracture system.

It operates by pre-generating triangular fragments based on grid settings configurable directly within the Inspector, allowing for localized destruction without requiring pre-modeled fractured assets.


Key Features:


Procedural Fragment Generation: Generates fractured mesh fragments directly within Unity. The system divides the glass plane into triangular pieces based on the X and Y axis subdivision counts specified in the Inspector.

Physics & Raycast Support: Responds to both physical collisions (calculating damage from relative velocity magnitude) and raycast-based attacks (e.g., hitscan weapons).

Localized Shattering: When the durability threshold is met, the original mesh swaps with the pre-generated fragment model. Surviving fragments remain static, while fragments within the calculated impact radius are awakened (physics activated) and break away.

Dynamic Impact Radius: The break radius scales according to the impact force, capped by a customizable maximum radius to control the spread of destruction.

Cinematic Floating Effect: An optional toggle that temporarily suspends activated fragments in the air with adjustable air resistance and light torque before gravity resumes.

Dual-Material Setup: Allows assigning separate materials for the intact glass surface and the fractured cross-section edges.

Editor Preview: Includes a toggle to switch between the solid glass mesh and the pre-generated fractured model directly in the Editor for setup verification without entering Play Mode.


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Third-Party Software Notices

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Asset includes Audio sources under CC0. See Third-Party Notices.txt in the package for details.