Works with Unity 2022.3.6 and Unity 6+( If you find any important error please contact me )
Add convincing destruction to an existing project without a DCC round trip or a custom destruction framework.**
- 🧱 **No manual interior preparation** - cut faces, cut-surface UVs, material assignment, fragment meshes, colliders, and prefab hierarchy are generated by the editor workflow.
- ⚡ **Bake-first performance** - primary fragments are prepared before play, so the first hit activates known geometry instead of generating the complete fracture at impact time.
- 🎯 **Localized, progressive damage** - open a small hole, release nearby fragments, collapse unsupported sections, or destroy the full object.
- 🏗️ **Hollow Shell generation** - add configurable wall thickness to compatible thin/open meshes such as barrels, simple building shells, walls, tanks, and RTS structures.
- 🧩 **Seven material-oriented patterns** - concrete, glass, wood, brick, slabs, pillars, and impact-focused shatter.
- 🎮 **Ready for gameplay** - damage components, explosions, events, effects, cleanup, reset, pooling, profiles, and readable C# source are included.
Quick Destruction is a complete fracture and physics toolkit for static meshes. Its primary workflow generates fragment geometry, colliders, materials, and reusable prefabs in the Unity Editor. At runtime, the system activates the prepared pieces only when they are needed, giving you predictable gameplay behavior and clear control over physics cost.
Select a mesh, choose a material-oriented preset, and use **Bake & Setup** to create a playable destructible. Start quickly with one-click presets or open the full editor window to fine-tune fracture geometry, damage, physics, structural supports, lifecycle, effects, and performance.
### 🚀 Designed for fast implementation
Quick Destruction is intentionally focused on the complete path from an existing mesh to a reusable gameplay prefab. You do not need to assemble separate systems for fracture authoring, cut materials, localized activation, structural support, debris lifecycle, reset, and damage integration.
This makes it a strong fit for indie teams, asset-heavy games, RTS destruction, shooters, physics puzzles, and projects that need many believable destructibles without turning destruction setup into a separate production pipeline.
It is not positioned as an unlimited offline simulation suite. Its strength is a guided, game-oriented workflow with deterministic primary geometry, bounded optional runtime splitting, transparent performance controls, and a compact API.
### 🧩 Seven purpose-built fracture patterns
- **Uniform Concrete** - irregular chunks for concrete, stone, plaster, ceramic, and general rigid props.
- **Radial Glass** - configurable spokes, rings, axis, jitter, and release of unsupported pane islands.
- **Directional Wood** - long grain-aware pieces with directional cuts and sharper splinter ends.
- **Brick Cells** - regular or jittered masonry cells with optional explicit local-space cell dimensions.
- **Layered Slabs** - stacked sheets for slate, floors, plaster, layered stone, and brittle panels.
- **Columnar Pillars** - long continuous prisms for columns, posts, beams, and basalt-like structures.
- **Impact Shatter** - concentrated debris near a chosen focus with larger chunks farther away.
Seeds make editor bakes repeatable. Change the seed to generate a new variation while preserving the rest of the profile.
### ⚡ Fast editor workflow
- One-click Concrete, Glass, Wood, Brick, Slabs, Pillars, and Impact setup.
- Batch analysis and baking for multiple selected objects.
- Edit Mode fracture preview with colorized fragments, cut-surface highlighting, wireframe, and explode spacing.
- Mesh analyzer with actionable warnings and blocker codes before baking.
- Reusable `DestructionProfile` assets for shared geometry, physics, damage, lifecycle, and budget settings.
- Deterministic generated folders, manifests, freshness checks, safe rebakin
Description sourced from the Unity Asset Store listing.