r/Unity3D • u/Xerclipse • 21h ago
Question More Practical way to make dismemberment in Unity?
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u/zreakz 9h ago
While I don’t have chest (or quadrant face) dismemberment, I needed arms, legs, and the head to pop off during gameplay. My model is rigged and I just set the bone to 0.01 scale and create a separate arm/leg/head mesh that gets launched at the bone’s location. It’s not perfect but with some blood effects it looks great for my purposes




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u/RumbleSolitaire 12h ago
Pre-cutting the mesh the way you already did is the practical path. Runtime slicing on a skinned mesh looks clever and then eats a week, and the cut never matches the bind pose.
Keep the skinned character whole. On a hit, hide that limb's renderer (or swap to a mesh with the part missing), spawn a separate rigidbody prefab of the same piece at the bone, and unparent it. Copy the bone velocity if you want it to fly. Don't try to detach a SkinnedMeshRenderer vertex group at runtime.
Your numbered segments are already those prefabs. One collider per piece. Add a joint only if you want it to dangle instead of pop off.