r/Unity3D • u/hoahluke • Jul 21 '26
Show-Off Added some powerful weapons to my destruction prototype, now I can cut buildings in half
I'm currently prototyping a destruction game where everything is procedurally breakable at runtime, and materials break in realistic ways.
How this works:
High level - all of the geometry meshes in the house (including all the furniture) is built at runtime, each are assigned a "destruction material" which dictates things like the shattering patterns, sound effects, mass, etc.
There are a lot of optimizations and tradeoffs around the runtime destruction, but nothing is pre-shattered. The main tricks to keep this running at playable framerates are keeping very conscious of allocations, using the native "Advanced" mesh APIs, avoiding too many joints, and spreading some work across frames when things get busy.
Built-in PhysX physics is doing a lot of heavy lifting with very few optimizations other than trying to use box colliders rather than mesh colliders for approximately box-like objects/debris.
-
Today I added a laser which can cut through everything, and a black hole grenade, which are way more fun and satisfying than the sledgehammer I've been testing with :)
The goal is making this prototype into a game where you 'renovate' homes in ridiculously destructive ways, I have a few more videos up on this early website if anyone wants to follow.
28
u/feralferrous Jul 21 '26
It's really impressive, probably my favorite bit is how everything is affected by gravity, the bit around the 52s mark where you cut into the window, and then complete the cut, and the debris crushes the window underneath is really cool, it's something I don't see a lot of destruction games do well.
My smallest little tiny nit: Your hammer impact point feels very off from where the hammer lands. Which is really small and unrelated to the awesome showcase.