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o
I was looking for it!
5 years ago
oliverslabon previous version 2.0.1
I would be more satisfied if you could set the shattered pieces' rigidbody gravity scale and others in the editor, but it took me less than 2 minutes doing it by myself in the script. Great asset!
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0
0
F
Easy enough for even a 'non-coder' to use!
6 years ago
Fletcher-Studioson previous version 2.0.0
Works like a charm - was able to call the shatter effect from Playmaker!
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0
k
Works, but
6 years ago
kirilledelmanon previous version 1.3.1
A couple things - 1) The randomness settings are very lacking here. My goal was to make a full-screen quad look like glass shattering, but with regularly spaced "zigzags" and "randomness" controlling only cuts angle and spacing, it's impossible to achieve that look. 2) The performance is pretty terrible. Looking under the hood, the code makes as many copies of the main sprite's texture as there are shatter pieces. By copying them pixel by pixel! Should've used the same texture + overridden SpriteRenderer's vertices with a mesh.
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4
0
Reply from publisher:
replied 6 years ago
Hi, thanks for your feedback - you've raised two very good points. The performance has been mentioned before and as you say it's not the quickest because it copies the pixels into new textures to create the shattered pieces. I like your idea of using the same texture and modifying the sprites' vertices so we'll make that change in an update. In terms of the randomness of shattering the pieces, we've had a think about this and we may go down the route of allowing you to shatter the pieces in different ways which can be configured on the component. So we might leave the square grid-style setting that we have now (with optional zig-zag shapes) but also introduce something like a radial shatter from a centre point, which might give you the glass shattering effect you're after. If you have any more suggestions or want to discuss anything else, please feel free to drop us an e-mail. We'd be very interested in how you want to achieve the glass shattering effect - hopefully we can come up with something you can use. UPDATE 21-Nov-2019 Sprite Shatter version 2.0.0 has now been released which improves performance by using sprite vertices to create shatter pieces rather than copying the texture pixel by pixel. This means the shattered pieces can use the same texture as the original sprite which also reduces memory overhead. We've also introduced a new shatter type named "radial" which shatters outwards from a central point. Hopefully this will help you achieve the glass shattering effect you are after. Hope these changes help - we'd love to hear what you think!
n
Does the job, with a few limitations
7 years ago
navilnon previous version 1.3.1
Performance is not the best but it does work. I wonder if there is a better way to shatter at runtime, without needing preloaded(disabled) gameobjects. In my implementation I had heaps of objects flying around on screen, and the additional sprites caused a lot of slowdown. Also, I wish it worked with UI Images. I had to use Sprite Renderer to get it going. I also couldn't use crunch compression on the textures that I wanted to shatter, which makes sense with their implementation, but a little disappointing for me (I have heaps of textures and really wanted to keep build size down). All in all, I'm glad I gave it a look, it has inspired me to rethink shattering objects and how I might do it differently in the future.
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0
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K
Simple and works like a charm!
7 years ago
KEM4on previous version 1.3.1
Recently bought this asset and from what I tried it to use it gives every bit of configuration I need. It was super easy to set up, documentation is short but it explains everything there is to. Recommended!
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0
0
u
Good asset
8 years ago
udubasoon previous version 1.3.0
Doing everything as expected, flawlessly written. Simple and helpful. Easy to implement and modify. Price is great. Recommend it for everyone. Just one little advice for publisher: It doesn't work when sprite is flipped, try to fix that and it would be perfect.
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1
0
Reply from publisher:
replied 8 years ago
Thanks so much for the review, we're really glad you're happy with Sprite Shatter! We'll include support for flipping in the next release. Sprite flipping was introduced in Unity 5.3 so wasn't included in the initial release. Thanks for letting us know about this.
F
Does what you expect
9 years ago
FreakyZoidon previous version 1.3.0
There's not much to say - this asset is easy to set up & get running and does exactly what you expect. The script is easy to understand as well, so if you want to make any additions to the resulting shards so their behaviour is consistent with your game it's very easy to modify. Saved me a load of time & gave me exactly the effect I was after. A bargain.
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1
0
t
Cheap and does what it says.
9 years ago
thewwwormon previous version 1.2.0
Great product. Easy to use and modify. Only problem i have with it, is that i doesn't recognize half-transparent shadows.
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0
0
R
Great product
10 years ago
Red0y0son previous version 1.2.0
Works as expected. The devs were responsive to my questions, good bunch of guys.
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0
a
It works with Prefabs but I get an error
10 years ago
a-tauzzion previous version 1.2.0
Debug.LogError("Sprite Shatter (" + name + "): The Sprite Shatter game object or its Sprite Renderer could not be found. Please initialise " + "the \"Sprite Shatter\" component again."); This error doesn't prevent the shattering to work. Anyway when publishing for web (webgl) it complains. For this reason I changed LogError into LogWarning
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0
0
Reply from publisher:
replied 10 years ago
Thank you for bring this to our attention. We have tried to replicate the problem, but managed to successfully publish and run a WebGL project (of the example scene included in the package) in Unity 5.2.1f1 without the error you reported. It may be version-specific, or it may be because WebGL is still in preview mode in Unity, but it seems you managed to get round the issue. If anyone else is having a problem then we'll happily look into it - just contact us and let us know what version of Unity you are using and attach an example project if necessary.
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