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Wasn't sure if I was going to make it but I did! 
87 objects destroyed and 5/5 objectives met. 

My game is similar where you are destroying objects into pieces. I'm just curious how did you implement it? 

My workflow was:

In Blender:
1. Creating the whole object in blender 
2. UV mapping it.
3. Creating a duplicate of the model and cutting it into pieces.
In Unity:
Empty GO with a controlling script 
whole model is a child.
broken pieces are grouped into a broken gameobject and disabled.

When activated the whole model is disabled and the broken gameobject is enabled.

I had some edge cases but most of my objects were like this.

(1 edit) (+1)

Hey! We used Magicka Voxel for our 3D models. Our worklow were familiar but instead of o having deactivated game object in hierarchy I decided to instantiate the broken version of the model!

~Flippy

(+1)

Good stuff. I always like hearing how others implemented things. Thanks for replying. Take care!