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Question by matta9001 · Jul 08, 2016 at 10:31 PM · c#physicsnoobfracture

Easiest free way to fracture mesh?

I want to fracture a mesh AND split the uv's so that i could use a unique texture that doesn't switch uv's after a fracture. I don't have $60 to buy an expensive addon and I don't think I have the experience to program this. What are my best options?

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avatar image Habitablaba · Jul 08, 2016 at 11:00 PM 1
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I think it is pretty clear that your options are to either buy the add on or learn to program the feature yourself. As it is, I'm not sure what you mean when you talk about how you expect the uvs and textures to behave, but there are definitely tutorials out there that talk about how to split a mesh

avatar image Cherno · Jul 08, 2016 at 11:42 PM 0
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I don't understand the switching uv part.

Seach for "triangle explosion".

avatar image matta9001 Cherno · Jul 09, 2016 at 03:48 AM 0
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I was really vague with the uv's so I'll explain myself better

I'm using Fracture Lite from the asset store right here: https://www.assetstore.unity3d.com/en/#!/content/7193

And when I fracture a textured cube it goes from this: http://i.imgur.com/x$$anonymous$$Dttr0.png

To this: http://i.imgur.com/3C1rDlP.png

I think it's clear that there is no simple free solution but this is an explanation of what I meant with the uvs

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Answer by Landerk · Jul 09, 2016 at 08:07 AM

Well I think you will have to learn to program this, but as Habitablaba commented, there are plenty of tutorials for that - a lot of them free. I'm afraid its pretty impossible to successfully make a game without a decent amount of code.

That being said, I think the best way for you to do this would be to have your regular mesh and a "fractured" one as a separate model. Set a trigger to switch out the meshes upon impact (I'm assuming the mesh you want to fracture is something the player can destroy. Unfortunately basically any time you have something interacting with a player, you'll have to set up that logic).

You can do this with more than one model if you wish - think of a racing game, every time you bump something with the car, the base mesh is switched for increasingly damaged ones. You can use the same texture if you want, or variations of it painted to show more damage - burn marks, scrapes, whatever.

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