BOSS: Procedural Mesh Destruction & Fracture
CyberRevolutionGames
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⚡ Turn ANY mesh into breakable shards — no pre-cut models needed
⚡ Call Break() to shatter — or break on click & collision, no code
⚡ Variations + pooling: fresh, fast destructionThe core BOSS system is compatible with Built-in Render Pipeline, URP, and HDRP because it is a pipeline-independent mesh destruction tool.The included demo scene is configured for URP only. In Built-in or HDRP projects, demo materials, lighting, and VFX may need to be adjusted.⚡ Make your objects breakable right inside Unity — no need to pre-cut them into pieces in Blender or any other 3D tool first.BOSS — Breakable Objects Simple Solution — prepares destruction right inside the Unity Editor. Add the Breaker component to an object with a mesh and press Bake — BOSS builds the shards and saves a ready-to-use broken version of the object, with nothing to model, cut up or import from another program. Then, in play mode, it breaks on a click, on a collision, or from a single Break() call — with real physics, flying shards and events.━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━KEY FEATURES━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━⭐ No prep in other tools — BOSS builds the shards from your existing mesh, right inside Unity. No pre-fractured models, nothing to import.⭐ Works with your everyday meshes — glass, wood, stone, crates, props. Trickier meshes can be tuned in Advanced.⭐ One-click bake — save the result as a GameObject, a Prefab, or a Collection of variations.⭐ No code needed — break on mouse click or on collision with the built-in components…⭐ …or trigger it from your own code with a single Break() call.⭐ Several variations — the same object shatters into a different layout each time.⭐ Break-face material — the freshly exposed faces get their own material, so a break isn't an empty hole.⭐ Inner surface (beta) — for objects modelled only on the outside (a closed crate or barrel): adds inner walls, so a break reveals a hollow inside instead of one solid block.⭐ Physics out of the box — per-shard rigidbodies, explosion force, torque and shard lifetime.⭐ Events — hook into the break moment and run your own logic: sounds, effects, loot, score.⭐ Object pooling & prewarm — built for scenes that destroy a lot of objects without FPS drops.⭐ Multi-part objects — things built from several meshes in a hierarchy, like a window with separate panes or a shelf of bottles: each part breaks on its own, or all at once.⭐ Runtime destruction (beta) — break meshes generated at play time, without baking them first.━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━WHO IT'S FOR━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━Indie devs and studios who already have props in a scene — crates, glass, pottery, environment pieces — and just want them breakable, fast, without a heavy destruction framework or any special asset prep. From a quick prototype to a shipped, pooled, production scene.━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━REQUIREMENTS━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━• Unity 2022.3 LTS or newer.• Render-pipeline independent — works in Built-in, URP and HDRP. BOSS reuses the materials already on your objects and ships no shaders of its own.━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━LINKS & SUPPORT━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━📖 Documentation🎬 Demo video💬 Discord (help, bug reports, showcase)Actively maintained — questions and bug reports are welcome.• Unity 2022.3 LTS or newer.• Render-pipeline independent — works in Built-in, URP and HDRP. BOSS reuses the materials already on your objects and ships no shaders of its own.• No third-party dependencies.• In the package: runtime scripts, the editor Breaker tool + bake dialog, and a PDF manual.• DocumentationAI was used to generate a large part of the Inspector code, the demo scene, the package documentation, and the store descriptions. All AI-generated code and text was reviewed and tested before release.


