4 comments found

  • Bought between 10 and 49 items
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  • Germany
  • Has been a member for 3-4 years
  • Referred between 1 and 9 users
  • Sold between 1 000 and 5 000 dollars

Wow very nice…like it very nice

unluck

Thanks :)

  • Bought between 10 and 49 items
  • Has been a member for 3-4 years

Looks awesome!

What is involved to fragment objects?

unluck

Thanks :)

Objects has to be fragmented before they are imported to Unity3D, sadly there is no way to do this kind of advanced mesh alteration in Unity. Fragmentation can be done in most 3D software, by hand or scripting/plugins. Lastly UV mapping the fragments, then exporting.

The script system makes it all come to life by making the fragments pop off the walls, adding physics and clones to give a greater effect. This happens by either mouseOver or collisions, but the scripts should be pretty easy to adjust to other ways to make them chip off.

  • Author had a File in an Envato Bundle
  • Bought between 10 and 49 items
  • Europe
  • Exclusive Author
  • Has been a member for 3-4 years
  • Sold between 1 000 and 5 000 dollars

Cool, Thank You!

  • Has been a member for 1-2 years

Can you help me? I have a huge performance problems even on optimised 1.2 version of ChipOff. Firstly then i hover the cursor on small Pillar_100 object there is a delay (with fps drop to 10-15 on half a second) before action. Secondly then i chipoff the top Wall50_prefab and it falls down to another one there is a HUGE fps drop to 1-2 fps for about 2-3 seconds. In task manager i see only one core is used at 25% (i have a quad core q8200). Maybe that is a problem. But in your vids i see no huge fps drops. Can you help?

unluck

Hi, the two prefabs you are mentioning do require more CPU power because of many calculations happening simultaneously. On some computers this can be noticeable and there is no quick fix to solve this issue. Only thing would be to avoid the chipAll function and selfcollide.


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