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Cant handle polled objects
4 years ago
grimmyon version 1.62
As far as I can tell you need to destroy your object once shattered. My objects are pooled for optimization and this would therefore require me to re-instantiate them during runtime...which would defeat the point of pooling in the first place.
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4
1
Reply from publisher:
replied 2 months ago
You are correct in that there is no pooling support in the toolkit, when a shatter occurs the pieces are instantiated as new game objects (clones of the original to carry over components etc) and the original game object is destroyed. This is something I'll keep in mind for future versions of the toolkit.
b
It is a great asset
9 years ago
beelyhoon previous version 1.61
Even our programmer started to use it with difficulty, it still a good asset. Will it support networking later ?
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0
1
m
Works well, good creator feedback
9 years ago
myifanwon previous version 1.61
The program works well. There are a few kinks here and there- most importantly you need to turn of PCM for it to work. What's great is the creator has good feedback to questions, and even helped me write a small work around to an issue I was having. It's pricy, but it does the job well.
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2
0
x
Tough one to review.
10 years ago
x4000on previous version 1.61
It's tough, because there are some things to definitely love here. Pros: - The cuts it makes are absolutely wonderfully efficient and are thus great for dynamic batching. - No external DLLs. - Extra scripts for handling reparenting of objects to parent object, removing pieces after a certain amount of time, and shattering on collision. - Fill cuts work well and have a couple of different ways that they can map UVs within your single texture -- which again is a great way to keep dynamic batching working. Cons: - No support for audio on collision (though that's easy to add). - No cling logic for things like glass. - No joint transfer for hinges. - No support for skinned meshes (not that that's common). - Collision shatters are based simply on velocity, not force. - Auto removal after time is based solely on generation (which isn't incrementing anyway), rather than something more useful like the size of the resultant mesh. - No inherent support for triggering particles, other object disabling, or similar on cuts. Though those are not bad to add yourself later. - No pooling for objects. - If you have other kinds of colliders other than mesh colliders on your original object, you'll have to update the script to remove them manually. Otherwise you'll get very funky results with double colliders. Current Bugs: - The generation count is never increasing, leading to the generation limit being pointless. Easy enough to fix, though. - The constructor for FastHull that looks like it would clone an existing hull copies the size of the arrays but doesn't fill them! - It's possible (and frequent) to "fracture" the object with not enough force to really cause a cut, so instead it just makes a copy of the one object and destroys the original. Not too toxic unless you fix the generation increment and add sound effects, in which case it becomes quite noticeable. Overall would I recommend this? ...yes, kind of. But man, for the price tag I'd expect a lot more than this. DinoFracture has a lot more features than this one, but has absolutely horrendous numbers of vertices created compared to it. If you want to buy both, you can kind of merge them together to make something with the best of both. Even then you have to write your own pooling and such, which is what I've been doing. If you can just get one destruction tool, which would I recommend out of the four currently on the asset store? That's really a hard question, because they all have some serious deficiencies. In my case I've bought all four and am literally pulling some pieces from each into my own custom solution. The two most useful out of those are the Shatter Toolkit and DinoFracture, though -- so if you can only get two, then get those two.
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15
5
Reply from publisher:
replied 10 years ago
Thank you for a thorough review! I will try to answer your concerns the best I can. "- No support for audio on collision (though that's easy to add)." "- No inherent support for triggering particles, other object disabling, or similar on cuts. Though those are not bad to add yourself later." I decided to not handle this in the toolkit since different games will handle this in different ways. That said, it should be easy to add this functionality yourself since the toolkit calls the PreSplit() and PostSplit() methods before and after a split/shatter occurs. A custom script can implement these methods in order to change or extend the behaviour, for example by adding sound/particle effects effects before something is shattered or by removing some undesired pieces after something is shattered. "- Auto removal after time is based solely on generation (which isn't incrementing anyway), rather than something more useful like the size of the resultant mesh." "- The generation count is never increasing, leading to the generation limit being pointless. Easy enough to fix, though." "- If you have other kinds of colliders other than mesh colliders on your original object, you'll have to update the script to remove them manually. Otherwise you'll get very funky results with double colliders." The toolkit clones the object being shattered so all the components of the original will be carried over to the pieces. No components are added. If the original game object was of Generation 1, the pieces will be of Generation 2. I double-checked that this still works and it indeed does, so it is not a bug. If you have other colliders than mesh colliders, they too will be carried over to the pieces (and updated according to the new geometry). You will not have double colliders on the piece game objects but since a box collider does not usually approximate a piece very well, multiple pieces will intersect after a split and be thrown away violently by the physics engine. This might be undesirable but it is not a bug. If you want to use e.g. box colliders it might be a good idea to create a custom script that either scales down the collider of a piece game object after a split has occured (implement the PostSplit() method) as this will mitigate the problem. You can also try disabling inter-collisions between pieces for a limited time after a split has occurred (again using a custom script). "- No pooling for objects." I don't understand what you mean by pooling. Since the shattering is dynamic, no two pieces will be the same after a split, so I can't see in what sense they should be pooled. "- No cling logic for things like glass." "- No joint transfer for hinges." "- Collision shatters are based simply on velocity, not force." Good suggestions, I will add these to my todo list for the next version! "- No support for skinned meshes (not that that's common)." I decided early on to not support skinned meshes, mostly because of ethical considerations. "- The constructor for FastHull that looks like it would clone an existing hull copies the size of the arrays but doesn't fill them!" This is probably a perforamnce consideration. I haven't looked at the code in a while so I'm not 100% sure, but I will look into this for the next version as well. Even if it is for performance reasons, it might be better to have a separate function for allocating the space only, instead of having it as a constructor as it would be less confusing. However, I did not really intend for people to change the code. "- It's possible (and frequent) to "fracture" the object with not enough force to really cause a cut, so instead it just makes a copy of the one object and destroys the original. ..." This happens when no splitting plane intersects the mesh and should be practically impossible if the shatter point is on the surface of the mesh. However, it can happen quite frequently if the point sent to the Shatter() function is not on the surface or inside the mesh. To avoid it, make sure that you always supply a point close to or inside the mesh when using the Shatter() method and supply planes that intersect the mesh when using the Split() method. The ShatterOnCollision helper script supplies the point of impact to the Shatter() method and should avoid this problem most of the time. However, it might be that the point of impact for a convex collider is outside the cancave mesh itself, causing the problem. I will look into ways of fixing this for the next version as well. "Overall would I recommend this? ...yes, kind of. ..." Thank you for your honest review. My plan for the toolkit was to provide fast, easy-to-use mesh splitting/shattering and do it really well. Overall, I think it is successfull in doing its job. That said, I agree that there are some features that would make it even better and I hope to add them in future updates. I'm planning some big additions for version 2 of the toolkit. Please see the roadmap here: gustavolsson.com/roadmap If I understand your feature requests correctly, you want clinging, joint transfer and pooling to be part of the core toolkit. I will evaluate these for the next update. Could you maybe ellaborate on your request for pooling by sending an email to me directly? Best regards, Gustav
K
Easy and fast
11 years ago
Kuboldon previous version 1.61
Really cool. Destructible walls and stuff in your game with very little effort. One thing: convex mesh colliders work fine, but for example, if the object is a cube and has a Cube collider, it will explode to space instead of shattering. But if I use all Mesh convex colliders (even for actual cubes) it works perfect.
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0
0
-
Very Nice
11 years ago
-Linear-on previous version 1.61
This is a very nice tool and works as expected. No noticeable lag (except from the fact that your scene becomes littered with thousands of pieces of things if you don't clean things up and/or break too many things into too many pieces). It works great in Unity 5.x, but there are a few gotchas that I wish were mentioned in the documentation: - Your mesh must be marked "Read/Write Accessible" in the Model import settings. Otherwise, things break. - Your object cannot be marked static. If it's static, Unity 5 doesn't let the script modify vertices and things don't work. - This is more of a general Unity 5 annoyance, but if you choose to use a Mesh Collider, make sure "Generate Colliders" is checked in the Model import settings, and also make sure "Convex" is checked under the Mesh Collider settings.
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0
0
Reply from publisher:
replied 11 years ago
I've encountered these issues recently as well (I haven't used static GOs before really), and I've added your points to my todo-list. I will hopefully have some time in July to work on a nice update for the toolkit and I will improve the documentation then as well. Thank you for the feedback!
S
Perfect!
12 years ago
SkutteOlegon previous version 1.5
I was worried about perfomance on mobiles, but this had completely exceeded my expectations! Just amazing!
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0
0
S
Very happy
13 years ago
Sentient-Computingon previous version 1.5
Excellent toolkit, works as advertised. Outstanding support too. Recommended.
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0
0
h
Awesome
13 years ago
hobstobon previous version 1.41
Very happy with this package, Its been awesome setting up a shockwave effect and wipping out building. and seeing them crumble. I really wish though that there was a time out on the objects being made after a collision however. Something to where once the collision happens, the objects created slowly disapear over time so the scene is not populated with many objects.
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0
0
Reply from publisher:
replied 13 years ago
I've added the PieceRemover helper script in version 1.5 of the toolkit in order to help reduce the amount of resource comsuming debris in larger scenes. Thanks for the feedback!
B
Great!
13 years ago
BrUnO-XaVIeRon previous version 1.41
Excelent product. I got it working on my scenes in literally less than 1 minute; Very reliable. There are no failed mesh holes whatsoever with this tool. I still have a lot to try with this, but initial results are great!
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0
0
Reply from publisher:
replied 13 years ago
Thanks for taking the time to write a review, I'm happy that you like the toolkit!
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