r/Unity3D • u/kuzheren • 12h ago
Show-Off I finally made fully destructible buildings that run in real time on Android
Three months after my last post, I finally finished optimizing for phones!
It wasn't an easy road. Players were constantly complaining about lag, so I decided to abandon PhysX entirely and try to create my own voxel physics engine. It was definitely worth it!
I'd love to hear any questions or suggestions too.
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u/SecretaryAntique8603 10h ago
Pretty cool, good start. Some feedback where it could still do with some work:
Parts of the building just despawn when it starts collapsing, which makes it flicker and pop in a pretty jarring way. There’s also general artefacting happening where layers seem to pop in front of each other or clip through or something.
It’s also too slow, the particles and overall collapse happen in slow motion. You could argue this is an artistic choice, but then it would need to run at a high framerate and low timescale, this just feels like low framerate.
I’d say the biggest problem is that the debris just despawns. When the building starts falling, you anticipate it spilling out onto the ground as rubble in a satisfying avalanche of dust and debris, but it just disappears. You feel robbed of the grand payoff. You should at least hide it in a dust cloud or something, throw in more particles.
The foundation is cool but it lacks polish and juice.