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Exploder 18/Jan/2021 Price: Asset Store Marketplace Unreal Unity Manufactured by: Reindeer Games 1.7.8 Product ID: 5549 35 3 72 72 5 1

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Exploder(exclu)


uploaded by Anon_1995 , Last change: 18-01-2021
Published: Dec 8, 2018, Publisher: Reindeer Games
Price: $35.00 USD - Size: 19.16 MB

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Product description

Minimum Unity Version Required: | Asset Published Date: Dec 8, 2018 | Price: $35.00
Publisher: Reindeer Games
Latest Release:1.7.10
Size:19.3 MB
Compatible:5.6.6 or higher
Description
Exploder is an ultimate realtime mesh explosion system for Unity.
It can explode any game object in a matter of milliseconds! Just get your favorite game object and call method Explode from the script.
It comes with tons of settings and adjustments based on more than 3 years of community feedback.
* version 1.7.8 multi-threading *
* integration with UFPS camera *
*** try new Exploder 2D ***
FPS Demo | Click and Explode Demo | Explode your OBJ
Video FPS | Video #2 | UFPS camera #3
2D Physics
Documentation, Website
FEATURES:
* full source code included
* 2 simple scenes for start
* 1 complex FPS scene with three weapons
* skinned mesh support
* 2D Physics support
* works with UFPS camera
* Playmaker support
* vertex color support
Unity forum
Keywords:
Explosion, mesh, destruction.
Anon_798 say: Thank you for keeping this one updated, its one of the amost fun assets to use.
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Write a good review that gets approved will adds 500MB download credits + 5 credit file + 1 exclusive credit + 5 points to your score to your account!

this one is the only one really usable by Anon_728Vote
making game objects react to player's actions is one of the main aspects of games, there are different sections in this department, but when it comes to games like FPS or even some parts of RPG, giving your game ability to have destructible objects in scene is a nice touch, many modern FPS games have this, I remember shooting a leaf in far cry and the single leaf would shatter to pieces ! but how would a game developer approach this? there are few solutions out there for this type of things, but the few i tried, never catched my eyes. they were not practical. for example one of them would ask you to sit and break the object using his tools then all the asset would do was to hid that geometry and then sweep the visibility with the non destructible mesh, this is time consuming and not practical. this asset though, takes much better approach, it only asks you to tag your game objects and it will handle the rest for you. how does this asset manage it? i didn't look into it's code yet but i can guess it only looks into the triangle collection of the mesh, then it use sort of simulation to explode those triangles around the mesh and that would be it. another way could be to get the collection of vertices, then regenerate separated faces yourself and play with them how ever you like. long story short, by far, this asset is the only one i could accept being used in any project, but you may want to take a look into it's code to see how the developer is managing it and if you so want to, you could even change it to not use tags but a list of game object names in a list or what ever solution you come up with, because from that point on, you are just looking in sort of lookup table to figure if the object should follow the explosion or not.
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