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.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.Supported Unity Versions:Tested on Unity 6.xEarlier versions have not been testedSupported Render Pipelines:Universal Render Pipeline (URP)Included Assets:・C# Scripts × 4 (Core system and demo scripts)・Scene × 1 (Demo Scene)・Prefab × 1 (Demo setup)・Materials × 2 (Glass surface and cross-section)Used for:Code generation, debugging, and drafting the store description.Tools used: Google Gemini, AntigravityDetails: AI was used as an assistant to write and optimize the C# scripts for the procedural mesh generation and physics interactions. All logic was reviewed, tested, and modified by the creator in Unity. AI was also used to draft the English description for the store page. No AI-generated images or audio are included in this package.




