Offline-bake low-poly meshes into deterministic fragments for damage, explosions, structural collapse, and reusable runtime destruction.MeshExploder_Tool gives you a focused editor workflow for turning low-poly meshes into reusable, deterministic destruction assets.Select a mesh, configure fracture and playback, bake a BakeAsset, preview the result, and validate the generated fragments. At runtime, use the included API to apply hits and explosions, reset objects, pass inherited velocity, activate supports, and drive progressive collapse.Quick start:1. Open Tools/HT/MeshExploder_Tool/Open Workbench.2. Select a mesh.3. Choose Thin Shell or Solid Volume and a partition pattern.4. Tune fragment and playback settings, then bake.5. Preview and validate the result, then drive it from the runtime controls.The default runtime represents rigid fragment bones in one skinned mesh, avoiding one GameObject and Rigidbody per chunk. Structural supports, stress and load paths, partial-bake anchors, and pooled hero-object physics islands are available for more involved setups.Features:- Thin Shell and Solid Volume offline baking.- Eight partition patterns with deterministic seeds.- Interior surfaces, local regions, supports, stress, and load-path controls.- Runtime hit, explosion, reset, inherited velocity, support activation, and progressive-collapse APIs.- Preview and validation workflow with a ready-to-run demo scene.- English and Chinese editor UI plus self-contained PDF user guides.Compatibility:- Unity 2022.3 or newer.- Universal Render Pipeline (URP).- No network services or telemetry.- Demo palette attribution is included in ThirdPartyLicenses.txt.AI was used only to create a language-neutral background/base artwork for the marketing images. All Unity UI, tool screenshots, and functional results shown in the submission are real verified captures assembled deterministically. No AI/ML is used by the runtime tool.




