Runtime and Editor-time Voronoi mesh fracture for Unity. Break convex meshes into physically plausible fragments with one click or from script — impacts, explosions, destructible props.Eris breaks convex meshes into physically plausible fragments — in the Editor with one button, or at runtime on collision, bullet impact, or however your game triggers it. Native C++ backend for fast fracture computation, a full C# scripting API for gameplay code, and complete Editor tooling for one-off destructible props.SIMULATION TYPES (VoronoiFractureRigid)- Dynamic (default). Falls immediately under gravity, like a normal Rigidbody.- Sleeping. Frozen until any collision, then behaves like Dynamic.- Inactive. Frozen until a collision's impact force (impulse magnitude, mass-aware) exceeds Activation Impact Force, then behaves like Dynamic.- Kinematic. Never falls on its own (drive it via script/Animator) — collisions can still trigger fracture.- Static. Same behavior as Kinematic — separate option only for naming parity with other destruction tools.FRACTURE TRIGGERS- Editor-time. Fracture Mesh Inspector button — one-off, pre-authored breakage; save the result as a persistent Asset or Prefab for zero runtime fracture cost.- Runtime, Collision. VoronoiFractureRigid fractures automatically on collision, optionally gated by a Damage Threshold instead of a one-hit break.- Runtime, Script. VoronoiFractureRuntime.FractureAt (one-line bullet-impact helper) or the full Fracture.Execute/ExecuteAndSpawn API for any custom trigger.FRACTURE PATTERNS- Voronoi. Classic cell fracture.- Radial. Concentric Rings x angular Rays polar grid around an Impact Point — glass/panel-style breaks.- Splinters. Cells stretched long along one axis — elongated shard fragments.- Slabs. Cells stretched flat along two axes — plate/panel fragments.SEED PLACEMENT- Uniform. Even random placement across the mesh.- Clustered. Seeds packed within a radius of the Impact Point — localized impact break.- Surface Weighted. Biased toward the mesh's surface — thinner shell, thicker interior fragments.- Density Bias. Gradient control (0-1) concentrating fragments toward the Impact Point while still covering the whole mesh.- Custom. Implement your own seed placement via the ISeedGenerator interface.FRAGMENT LIFECYCLE & MANAGEMENT- Fade Types. None / SimExclude (strips Collider+Rigidbody) / MoveDown / ScaleDown / Destroy — ticked centrally by one manager, not a per-fragment component.- Fragment Manager. Global fragment-count cap (oldest-first eviction), GameObject pooling, gravity override, Y-threshold cleanup — opt-in per fracture call.MATERIALS & OUTPUT- Multi-material fragmentation. Separate exterior/interior materials — interior (cap) faces get their own material automatically.- Save Fragment Meshes as Asset / Save Fragments as Prefab. Persist fracture results for reuse instead of one-off in-memory meshes.- Export Fragments as FBX. Inspect results in Blender/other DCC tools (optional dependency, see above).SCRIPTING API- Fracture.Execute/ExecuteAsync. Data-first — returns fragment meshes + volume/ centroid data, spawns nothing.- Fracture.ExecuteAndSpawn(Async). Fractures and spawns fragment GameObjects in one call — the usual gameplay entry point.- FractureSettings.Builder. Fluent, validating configuration from code.PERFORMANCE- Thread Mode. Sequential/Auto/Manual native multithreading — Auto uses all available CPU cores; affects wall-clock time only, never the fracture result.- BVH-accelerated. Native pipeline is BVH-accelerated for meshes with 64+ triangles.KNOWN LIMITATIONS- Concave meshes are not supported — convex input only.- Cluster Strength and Smoothing Iterations fields are not yet implemented (labeled as such in the Inspector, not silently ignored).- macOS is planned but not yet available — Windows x64 only for now.- Unity 2021.3 LTS or newer, including Unity 6 — verified on 2021.3.45f2, 2022.3.62f3, and 6000.1.17f1- Platform: Windows x64 (native C++ DLL backend)- Render pipeline: none required for the fracture API itself; demo scene materials are authored for URP (any version) — Built-in/HDRP work fine for your own materials- Native backend: C++ with Voro++ (BSD-licensed, bundled with Third-Party Notices), BVH-accelerated for meshes with 64+ triangles, multithreaded per-cell computation- Input requirement: convex source meshes only (Mesh Validator/Mesh Fixer included)- Optional dependency: FBX Exporter package (com.unity.formats.fbx) — only required for the Export Fragments as FBX button; everything else works without it- Full C# scripting API (Fracture.Execute/ExecuteAsync/ExecuteAndSpawn(Async), FractureSettings.Builder) alongside complete Editor/Inspector tooling- Known limitations: concave meshes not supported; Cluster Strength and Smoothing Iterations fields are not yet implemented (labeled as such, not hidden)AI has been utilised on some issues with mesh handling, for writing unit tests and verifying certain results. It has also been used to document and write commentary for the code.

