You are one of the few unity tutorial people I've seen who actually use editing properly to have some sort of proper pacing in your vids. Good going, man!
If you don't think you can make a game, then you won't make a game. Being 10 years old shouldn't stop you! Practice does make perfect, what you do need is a PC :). Don't give up.
Just a recommendation for optimizing performance. You should instantiate the the shattered object on the start and deactivate it. Afterwards you reactivate it when you want the break to happen. Nice vids bro! Keep it up!
Make sure that each of the Mesh Colliders on your “destroyed GameObject version” have the “Convex” checkbox ticked in the Unity Inspector, otherwise you’ll be thrown an error that “Non-convex MeshColliders with Non-kinematic Rigid bodies are no longer supported since Unity 5”
Remember if you want to to build a game, or code anything in general, TH-cam videos are not a copy and paste thing, in fact, any code of the internet is not. What he has done here is shown you the process to do it, in a very simple form, but it helps people understand gameObjects and other coding bits, Like to learn a for Loop, we could show you for(int i, i
I'm guessing something you can also do is, if you want it like in Diablo 3 where swinging your weapon or blasting a spell at an object sends it flying in pieces, after instantiating the fractured object, apply an impulse using data from the attack/projectile before it despawns
Brackeys! Think you could make a tutorial on vehicles? It would provide a long-running series in which you could have multiple vehicles (Car, boat, tank and especially a helicopter). That would be awesome!
Idk of you guys are still Interested but, find some tutorial on it because I'm sure there is one already, make the player object a child of the vehicle object, use the vehicle controlls from some tutorial and that's basically it, you are locked in the vehicle and able to drive it :D To get out use some button and check if you are close enough to car using Physics.checkSphere(object, rangeofcheck, layertolookfor), then give car correct layer so script knows when you are close to car when clicking enter :)
thank you brotha! - im new to this, currently bought a course on udemy for this, but for 2d, mainly learning scripting now, after I ll buy The 3d version, - and watch all your videos, as you so much more in depth of everything, and showing things they don't do in the course.- someday I WILL BECOME YOUR PATREON TO SUPPORT YOU!
I've worked with 3D models before and find that if you want to do something, you have to do it yourself. Download a free 3D modeling software (Blender is my suggestion) and make your own cracked version. There are alot of tutorials on how blender works, so you'll be running in no time at all
Look into the Blender Cell Fracture Addon. I'm sure that other modeling packages have their own equivalents. Andrew Price/BlenderGuru has QuickTips tutorial on this called something Like Destroying things in Blender
mr.MYSTERIOUS,YT there is a very easy to follow tutorial on how to fracture / shatter any 3D objects which would include your own models. It tells you where to find a free program and how to set everything up in about a 10 minute tutorial. It's titled " [126] Scorpion81 Fracture - How To Make A Game " its by Gamer to game developer and it's part of a series. Check it out. I learned some basic but usefull shattering techniques from it.
Hey Brackeys, love your videos, I don't always use and follow them as in copy exactly what you do as I want to learn from your videos and adapt to my own projects/experiments and you have so many that I end up just watching a lot of random ones and just learning new tips and tricks from all. I was wondering if you haven't already if you could do some videos on trying to understand the physics system a little more such as the mass options and rigidbodies and other relevant information. I heard somewhere that to really get the most out of unity understanding actual physics helps alot. If you have already done some videos, please point them out to me in case I have missed them. Thanks for your videos and helpful guides.
The bottles seem to pop because when the broken pieces are placed on the screen, their rigid bodies are actually overlapping and when the physics engine resolves that overlap, they gain a little velocity. The effect is accidental, but it kind of helps in this case.
A lot of people's videos I take with a grain of salt, because they often show bad practices and poor implementations. But I always pay close attention to what Brackeys has to say about Unity topics. My boy really knows what he's talking about.
The first few lines you said "In this video we are going to look at destroying things in unity" so i responded in my head and said "Yeah, by using unity's standard asset fireworks in your scene" haha
This is the way to do things. Find a tutorial and program it yourself. I bought some of those destruction assets on the unity store but ran into problems because they get outdated then the developer never responds to your emails when they don't work.
Hi Shawn, this comment is old, but I solved the issue by going to the Mesh Colliders of my “destroyed wall” version GameObject, and in the Unity Inspector, checking the “Convex” checkbox on each of the Mesh Colliders.
Free way to do this is using joints to make an object. And limit joint's breaking force. This way when enough force applied, joints will break and you can make this look like real breaking
Does anyone know why my fractured object spawns but doesn't explode? The code definitely works and I've tried this with a standard blender box object which works perfectly. The fractured objects all have a mesh collider with Convex ticked and rigidbody. Your help would be much appreciated.
And what about a case when my object has a certain speed and shatters when collides with a wall (for example). Do i need to just set the initial speed for the spawning object?
hi , the script is good, but how can I make that after some seconds after the destructible objects can dissapear for my screen? and in memory? I create a Coroutine to also clean the scene for this broken objects, the script you make is cool because destroy the original object and then instanciate the DestroyedVertion, but in my case and in my game purpose, I need to make the objects dissapear after a period of time, thx.
Hey Brackeys, it'd be awesome if you replied. I was wondering how you would make a cube, that you fractured to only demolish when that area is hit, so like a cube of "stone" getting something thrown at it, and that corner or face crumbling with rubble. So far in blender I've made a cube that fractures, but when something hits it I don't want it to COMPLETELY crumble.
I'd do it by adding a script to every piece that decreases the alpha of the material (of course it has to be set to transparent) and when alpha is zero, destroy the game object. Then you can make it start fading since the shattered object is instantiated or wait some seconds. Anyway, I'm kinda new to unity and also just noticed I'm a year late
how do you apply this to pieces of armor? for example, maybe I have an arm on a mech that has taken damage, and the armor peels away, revealing vitals inside?
Great tutorial, but how can I make it break while on air ? I have an object in air and when I try this, the destroyedVersion breaks only when it falls and reaches the ground. I want it to break on air. How can I do this ?
When the object breaks, you'd have to store the velocity and rotational velocity of the unbroken bottle and then apply that to the broken pieces. And it's generally best to calculate the velocity of that piece relative to the unbroken bottle.
This is really cool! Second-level question: let's say now that I've got this down, I instead want to have the same object break in a variety of ways. So I model a set of 3-4 broken versions of the original just like here. So then I create a script, head into visual studio aaaaaand...what goes in place of "GameObject"? Or do I leave that as-is, and instead do something along with "instantiate"?
I can suggest something novice. Instead of making a single GaneObject, make an array of GameObjects for the destroyed versions. Then generate a random integer and use it as the element number of the array while instantiating.
NEVERMIND FOUND THE FIX, 36 minutes easy peasy im not gonna count the 2 extra hours I spent yesterday use the "!!EXPERIMENTAL!! Apply Transform" option when exporting as fbx (from blender)
actually took 4 more hours to realize that when you input the object in the inspector it doesn't stay like that, it updates the input, as it falls apart off camera, okay very cool but its working now
What im looking for is destructible terrain. id like to shoot a block or wall made from blocks with a machine gun and have it disintegrate with every bullet hit. can this be done with unity??
Is it possible to write a script on the parent object to give all the children (fractured pieces) the components (physics body and Convex Mesh collider) ?
Yup. Just use GetComponentsInChildren() to get an array of all the children (also includes the current transform), then use AddComponent() to each object in the array.
Thank you, amazing response time :) And filtering wich need to be added can easly be done with layer or name checking. Thank you again have a great day/evening
but like if i model a box and throw PBR maps on it like normal for details, still the object is 6 faces, to shatter a box, we have to model the inner things also, wouldn't this increase the poly count significantly?
How to make sure that the objects break depending on the force applied? Since here it's just gravity and unbalance responsible for the breaking part...
Instead of calculating actual force, I just saved a vector with the velocity of the object and updated it each frame. When collision was detected I subtracted the saved speed from the current speed and used that as the force.
Cool, now I know how this concept works. I've adjusted the script to add the Collision.relativeVelocity way, but for some reason I have 2 prefabs spawn when my object hits the ground. *I had a Floor and Floor Box set up, both with colliders, disabling one resolved my issue.
Hi, I know this is more than a year old. I'm trying to do the same thing with a gun shooting script. But when the shot hits the shattered object, it throws out a null reference exception error because it cannot find the destructible script on it. Any help please?
Combined this with your grenade tutorial but when a grenade lands next to a destroyed bit it bugs out, spawns multiple partical effects and hardly moves it
So, the fall and break part was success, but when I tried to attach *sound* for the breaking part, I failed. The error says I can't play the audio on a disabled object, which is the destroyed object, so I believe I supposed to put the audio on the cracked crate but how?
+Brackeys i have a problem i watched your previous video about health of objects and whenever i put the destructable script in it it shatters in one click soo can you explain we how to fix that ?
I tried to download the asset pack via your website but the link doesn't work I even tried paying for it but still, the download link didn't work for me.
Hello & thanks for this! I'm using this in my unity project, but for some reason the replacement /destructible object sometimes shows up at a smaller scale (it mostly does this but sometimes it doesn't, and sometimes it falls in different ways). Any thoughts on what might be going wrong?
What happens when the destructable version isn't convex in the rigidbody? I'm assuming that's why they mildly explode when onMouseEnter () gets run... I feel like without convex it would look more realistic
Nice video as always ;) I was wondering could you make videos explaining how you make nice assets like this, I saw that you re using blender, however I find it hard to use and you might be using some other softwares ;) It would really help me with my future projects. thx
Is it possible to et the cracked version appear, if the box hit something? I have a script in my game, in which the player can drag objects, and It would be cool if it shatters if the player throws it against a wall.
On a related note: Is there a function to check if the game/scene is being reloaded/restarted/reset/switching to another scene? If so then I could simply use OnDestroy() directly in any game object when it's destroyed by whatever event and just say but don't instantiate the parts if the level is restarting/reloading/resetting/switching to another scene. This way I don't have to check whatever object is being hit in the game code so it's instantiating the parts specific to that object, which would be an issue if there's literally hundreds of different objects that it might need to check through and do certain things specific to each object other than just instantiating some parts.
Tudor Dumitrescu Are you kidding me? Do you know how much size a 720p video takes! I download his tutorials and if I download them in 720p a single playlist will take almost 4GB space! BTW, everybody zooms in coding videos, even with 720p, how will you read the text when its small. I watch on my phone and the codes appear small
You are one of the few unity tutorial people I've seen who actually use editing properly to have some sort of proper pacing in your vids. Good going, man!
i knooow! i leant soooo much from him!
You are so good at explaining things!
I agree!
ye he is the best
I also agree and you profile pic is creepy
He is good at explaining but I'm just 10 years old I don't think I can make a game also I don't have a pc to create a game
If you don't think you can make a game, then you won't make a game. Being 10 years old shouldn't stop you! Practice does make perfect, what you do need is a PC :). Don't give up.
When you used the same script for the whisky bottle, I couldn't stop feeling satisfied :D
*BEST---UNITY---LEARNING---CHANNEL!*
OMG!!! I can't believe that you explained all of these things so beautifully just within 5 minutes. Thanks man keep it going
Just a recommendation for optimizing performance. You should instantiate the the shattered object on the start and deactivate it. Afterwards you reactivate it when you want the break to happen. Nice vids bro! Keep it up!
Is this correct?
public class Destructible : MonoBehaviour
{
public GameObject destroyedVersion;
void Start()
{
GameObject tmp = Instantiate(destroyedVersion);
tmp.SetActive(false);
destroyedVersion = tmp;
}
private void OnCollisionEnter(Collision collision)
{
GameObject destroyed = destroyedVersion;
if (destroyed != null)
{
destroyed.transform.position = this.transform.position;
destroyed.transform.rotation = this.transform.rotation;
destroyed.SetActive(true);
}
Destroy(gameObject);
}
}
Indeed! Also if you have a lot of different objects that should be instantiated, you should use Object Pooling. Brakeys has very nice video about it.
Why would you instantiate it on Start? Just use a prefab that already contains both the destroyed and undestroyed versions.
All these developers and brackeys out here doing hero work. Saved me in hours of need
Make sure that each of the Mesh Colliders on your “destroyed GameObject version” have the “Convex” checkbox ticked in the Unity Inspector, otherwise you’ll be thrown an error that “Non-convex MeshColliders with Non-kinematic Rigid bodies are no longer supported since Unity 5”
thanks, needs more upvotes
0:02 My sleep paralysis demon
Remember if you want to to build a game, or code anything in general, TH-cam videos are not a copy and paste thing, in fact, any code of the internet is not.
What he has done here is shown you the process to do it, in a very simple form, but it helps people understand gameObjects and other coding bits,
Like to learn a for Loop, we could show you
for(int i, i
Hm
@Nagato is better than Punk Naruto You will be surprised how many people didn't get this.
Didn't work 😔 my original object destroys but cracked one doesn't spawn, i can spawn single splint of whole destroyed set of parts though
I'm guessing something you can also do is, if you want it like in Diablo 3 where swinging your weapon or blasting a spell at an object sends it flying in pieces, after instantiating the fractured object, apply an impulse using data from the attack/projectile before it despawns
Making your own games is easier than you think
You know..
?
OMG THAT AD SO BORING!!!!
i hate it so much
adblock. but if u preffer wasting hours with ads, dont install it.
@@artjom5617 uBlock Origin is much better
your skill and style of presentation wows me
This is one of the best Unity tutorials on TH-cam
dude......I have been looking for a thing like this for a lot time...you are just awesome
Brackeys! Think you could make a tutorial on vehicles? It would provide a long-running series in which you could have multiple vehicles (Car, boat, tank and especially a helicopter). That would be awesome!
Kajit Killer wow I really want something like that!
Yeah that's be sweeeet
Idk of you guys are still Interested but, find some tutorial on it because I'm sure there is one already, make the player object a child of the vehicle object, use the vehicle controlls from some tutorial and that's basically it, you are locked in the vehicle and able to drive it :D To get out use some button and check if you are close enough to car using Physics.checkSphere(object, rangeofcheck, layertolookfor), then give car correct layer so script knows when you are close to car when clicking enter :)
This comment aged horribly
Another lovely video. Anybody noticed the way he pronounces Wednesday, so cute.
haha i was like scrolling down "theres no way someone else noticed that"
***** Actually I noticed it but I didn't mention it xD. This time I decided I would.
thank you brotha! - im new to this, currently bought a course on udemy for this, but for 2d, mainly learning scripting now, after I ll buy The 3d version, - and watch all your videos, as you so much more in depth of everything, and showing things they don't do in the course.- someday I WILL BECOME YOUR PATREON TO SUPPORT YOU!
Thank You, Brackey! Tutorial is so helpful... Happy Holidays🎄🦌⛄
I really just want to know who would dislike these amazing videos!
how can we do the shatter effect on our own Props ? how can we make a cracked version ?
you should create a 3d model of your prop cracked in pieces and add physics to each piece
there are many great Blender tutorials for that.
I've worked with 3D models before and find that if you want to do something, you have to do it yourself.
Download a free 3D modeling software (Blender is my suggestion) and make your own cracked version.
There are alot of tutorials on how blender works, so you'll be running in no time at all
Look into the Blender Cell Fracture Addon. I'm sure that other modeling packages have their own equivalents. Andrew Price/BlenderGuru has QuickTips tutorial on this called something Like Destroying things in Blender
mr.MYSTERIOUS,YT there is a very easy to follow tutorial on how to fracture / shatter any 3D objects which would include your own models. It tells you where to find a free program and how to set everything up in about a 10 minute tutorial. It's titled " [126] Scorpion81 Fracture - How To Make A Game " its by Gamer to game developer and it's part of a series. Check it out. I learned some basic but usefull shattering techniques from it.
Hey Brackeys, love your videos, I don't always use and follow them as in copy exactly what you do as I want to learn from your videos and adapt to my own projects/experiments and you have so many that I end up just watching a lot of random ones and just learning new tips and tricks from all. I was wondering if you haven't already if you could do some videos on trying to understand the physics system a little more such as the mass options and rigidbodies and other relevant information. I heard somewhere that to really get the most out of unity understanding actual physics helps alot. If you have already done some videos, please point them out to me in case I have missed them. Thanks for your videos and helpful guides.
The bottles seem to pop because when the broken pieces are placed on the screen, their rigid bodies are actually overlapping and when the physics engine resolves that overlap, they gain a little velocity. The effect is accidental, but it kind of helps in this case.
I was breaking my head to understand why this is happening, thanks for explaining.
A lot of people's videos I take with a grain of salt, because they often show bad practices and poor implementations. But I always pay close attention to what Brackeys has to say about Unity topics. My boy really knows what he's talking about.
I've already said this in a past video but the assets shown here are awesome, thanks again!
If any1 is using Maya, to create shattered props go to FX/Effects/Shatter/Solid Shatter.
Thx
With blender, you can use the cell fracture tool.
This was great. In my opinion this was a good example of the perfect video. Great work.
Wow, that timing! I was looking for a good tutorial of this subject this very afternoon \o/
The first few lines you said "In this video we are going to look at destroying things in unity" so i responded in my head and said "Yeah, by using unity's standard asset fireworks in your scene" haha
Keep in mind you are going to want to texture inside the box as well! This is usually something we ignore for performance issues!
Best teacher I've ever had! Thank you!
At 4:18, why do we say "Check off convex" and then proceed to check it? Did you mean to say "Check on convex"?
Why does the top of the bottle jump out if there's no force being applied?
Because both mesh colliders of the fragments intersect and PhysX forcefully pushes them away from each other.
Hey there, I just want to thank you for your tutorials! They're helping alot! :)
This is the way to do things. Find a tutorial and program it yourself. I bought some of those destruction assets on the unity store but ran into problems because they get outdated then the developer never responds to your emails when they don't work.
How would I change this to only happen when another gameobject touches it?
For example I only want the crate to crack when my weapon hits it
I am unable to do this. It's showing: Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5
Hi Shawn, this comment is old, but I solved the issue by going to the Mesh Colliders of my “destroyed wall” version GameObject, and in the Unity Inspector, checking the “Convex” checkbox on each of the Mesh Colliders.
I used knife tool in blender to split my models and it doesnt show up as cracked in unity. Help?
I would love to see a video showing how to program your characters to build/create/paint objects onto the environment.
Free way to do this is using joints to make an object. And limit joint's breaking force. This way when enough force applied, joints will break and you can make this look like real breaking
How do you give the same velocity to cracked version as the original object had before.
I tried doing that but it wouldn't work. If you already found a solution please let me know!
As always, straight to the point and super useful 😎 thank you, great work 👌
Does anyone know why my fractured object spawns but doesn't explode? The code definitely works and I've tried this with a standard blender box object which works perfectly. The fractured objects all have a mesh collider with Convex ticked and rigidbody. Your help would be much appreciated.
untick is kinematic in the rigidbody and this will solve the problem
Except wouldn't it be better if you also applied the velocity of the ridigbody to each of the broken pieces?
I tried to do that but it wouldn't work. If you know how to do it please let me know!
You are the best!! Happy New year with a lot of Successful Projects!!
As I dragged the sample scene ,the game scene isn't visible . Please help @Brackeys 🙏🙏🙏🙏
Thanks.....Just trying to progress, how do I add a fire & smoke effect to each Shattered/Fractured cell
Thanks! This helped a lot! But is there a way to maintain the speed of the object after it breaks?
Yes just add the same velocity form the main to the parts after you destroy the main one.
very useful, used it to make a character turn into a ragdoll on click.
And what about a case when my object has a certain speed and shatters when collides with a wall (for example). Do i need to just set the initial speed for the spawning object?
Very simple, but still incredibly effective! Thanks for this :)
its says non covex meshcollider is not supported in unity 5
What if we wanted almost everything to be destructable? Would a script be a better idea then? And how does that script work?
You'd probably have to do a LOT of vertex shader magic to get that to work if you want it to be one mesh still.
Can you make a tutorial on That when we destroy a Gameobject it will drop a pickable item
For Example : On Breaking Tree it drops wood !!
hi , the script is good, but how can I make that after some seconds after the destructible objects can dissapear for my screen? and in memory? I create a Coroutine to also clean the scene for this broken objects, the script you make is cool because destroy the original object and then instanciate the DestroyedVertion, but in my case and in my game purpose, I need to make the objects dissapear after a period of time, thx.
Hey Brackeys, it'd be awesome if you replied. I was wondering how you would make a cube, that you fractured to only demolish when that area is hit, so like a cube of "stone" getting something thrown at it, and that corner or face crumbling with rubble. So far in blender I've made a cube that fractures, but when something hits it I don't want it to COMPLETELY crumble.
Can you plz make a video on car/objects crushing and object compresing between two objects.
You speak so fast that Im getting suspicious when on your longer videos, you say that you are drinking water. :)
Hey Brackeys was wondering if there was an easy way to have those cracked pieces fade out after a few seconds
I'd do it by adding a script to every piece that decreases the alpha of the material (of course it has to be set to transparent) and when alpha is zero, destroy the game object. Then you can make it start fading since the shattered object is instantiated or wait some seconds. Anyway, I'm kinda new to unity and also just noticed I'm a year late
Can someone explain why "Debug.Log" is not working in this Destructible script?
hello can any body help me , why everytime i make 3d object it appears in pink colour not white , when we put texture the colour mix with pink
how do you apply this to pieces of armor? for example, maybe I have an arm on a mech that has taken damage, and the armor peels away, revealing vitals inside?
Short and informative. Great Tutorial
Great tutorial, but how can I make it break while on air ?
I have an object in air and when I try this, the destroyedVersion breaks only when it falls and reaches the ground.
I want it to break on air. How can I do this ?
When the object breaks, you'd have to store the velocity and rotational velocity of the unbroken bottle and then apply that to the broken pieces. And it's generally best to calculate the velocity of that piece relative to the unbroken bottle.
Just one query isn't having so many rigid body will be performance intensive ?
This is really cool! Second-level question: let's say now that I've got this down, I instead want to have the same object break in a variety of ways. So I model a set of 3-4 broken versions of the original just like here. So then I create a script, head into visual studio aaaaaand...what goes in place of "GameObject"? Or do I leave that as-is, and instead do something along with "instantiate"?
I can suggest something novice.
Instead of making a single GaneObject, make an array of GameObjects for the destroyed versions.
Then generate a random integer and use it as the element number of the array while instantiating.
How do we make it break when it collides with a rigid body
I have a problem my cracked version is spawning at the wrong angle can anyone help?
im in the same boat as you the next 6 hours aren't gonna be very fun
NEVERMIND FOUND THE FIX, 36 minutes easy peasy im not gonna count the 2 extra hours I spent yesterday
use the "!!EXPERIMENTAL!! Apply Transform" option when exporting as fbx (from blender)
actually took 4 more hours to realize that when you input the object in the inspector it doesn't stay like that, it updates the input, as it falls apart off camera, okay very cool but its working now
What im looking for is destructible terrain. id like to shoot a block or wall made from blocks with a machine gun and have it disintegrate with every bullet hit. can this be done with unity??
and if i made an entire 3D level like that would it take up too much memory? im sure i can use "smoke n mirrors" to save some space.
how to make dynamic destruction for example when i click the upper part the cut witll be in upper part only ...
Is it possible to write a script on the parent object to give all the children (fractured pieces) the components (physics body and Convex Mesh collider) ?
Yup.
Just use GetComponentsInChildren() to get an array of all the children (also includes the current transform), then use AddComponent() to each object in the array.
Thank you, amazing response time :) And filtering wich need to be added can easly be done with layer or name checking. Thank you again have a great day/evening
PLEASE HELP-- I did this and got it to work, but I want it to keep the momentum that the original model had.
I have the same problem right now. If you already found a solution please let me know!
but like if i model a box and throw PBR maps on it like normal for details, still the object is 6 faces, to shatter a box, we have to model the inner things also, wouldn't this increase the poly count significantly?
How to make sure that the objects break depending on the force applied?
Since here it's just gravity and unbalance responsible for the breaking part...
Instead of calculating actual force, I just saved a vector with the velocity of the object and updated it each frame. When collision was detected I subtracted the saved speed from the current speed and used that as the force.
Great video.
But why does the upper part of broken bottle bounces upwards when you destroy it? And how to get rid of that behavior?
How do I create the shattered version of the object on ProBuilder?
Cool, now I know how this concept works.
I've adjusted the script to add the Collision.relativeVelocity way, but for some reason I have 2 prefabs spawn when my object hits the ground. *I had a Floor and Floor Box set up, both with colliders, disabling one resolved my issue.
I found a simple solution if it falls through the ground!! instead of using Mesh Colliders, use Box Colliders for the cracked version instead!
You can also use Mesh Colliders Convex. It may give the object more of the effect you'd want depending on the shape.
Awesome video and Props, but how would I make it destructible in a FPS?
Didn't work 😔 my original object destroys but cracked one doesn't spawn, i can spawn single splint of whole destroyed set of parts though
Hi, I know this is more than a year old. I'm trying to do the same thing with a gun shooting script. But when the shot hits the shattered object, it throws out a null reference exception error because it cannot find the destructible script on it. Any help please?
i love you brackeys you helped so much
when i walk over the broken bottle it just disappears 0.o how can i Change it, so the bottle wont disappear?
Combined this with your grenade tutorial but when a grenade lands next to a destroyed bit it bugs out, spawns multiple partical effects and hardly moves it
Hello, can you help me?
I want make a Slice Physic 3D in Unity but I dont can with 3d Joynts.
Hey Brackeys I looked up to your c# tuts and its very sad that series has been abadoned would really use them...
So, the fall and break part was success, but when I tried to attach *sound* for the breaking part, I failed. The error says I can't play the audio on a disabled object, which is the destroyed object, so I believe I supposed to put the audio on the cracked crate but how?
void Awake () {sound.Play()} on the destroyed prefab
please make a stealth game tutorial in unity. Combat preferred but robbery bob style is fine too
+Brackeys i have a problem i watched your previous video about health of objects and whenever i put the destructable script in it it shatters in one click soo can you explain we how to fix that ?
Combine it with his fps tutorial raycast or whatever it is
Nice Tutorial
As Always
I tried to download the asset pack via your website but the link doesn't work I even tried paying for it but still, the download link didn't work for me.
Hello & thanks for this! I'm using this in my unity project, but for some reason the replacement /destructible object sometimes shows up at a smaller scale (it mostly does this but sometimes it doesn't, and sometimes it falls in different ways). Any thoughts on what might be going wrong?
What happens when the destructable version isn't convex in the rigidbody? I'm assuming that's why they mildly explode when onMouseEnter () gets run... I feel like without convex it would look more realistic
Logan Gardner it gives error
Nice video as always ;) I was wondering could you make videos explaining how you make nice assets like this, I saw that you re using blender, however I find it hard to use and you might be using some other softwares ;) It would really help me with my future projects. thx
Is it possible to et the cracked version appear, if the box hit something? I have a script in my game, in which the player can drag objects, and It would be cool if it shatters if the player throws it against a wall.
after saving the script no other options appear in components to add broken object?
Never mind, I had a capital T on transform.rotation
Plugin: Fracturing & Destruction doesnt work anymore?
So for a first person game, is there a way for that to activate when you’re close to it only?
On a related note: Is there a function to check if the game/scene is being reloaded/restarted/reset/switching to another scene?
If so then I could simply use OnDestroy() directly in any game object when it's destroyed by whatever event and just say but don't instantiate the parts if the level is restarting/reloading/resetting/switching to another scene.
This way I don't have to check whatever object is being hit in the game code so it's instantiating the parts specific to that object, which would be an issue if there's literally hundreds of different objects that it might need to check through and do certain things specific to each object other than just instantiating some parts.
unityengine.scenemanagement;
One advice,
Please zoom while writing scripts because in lower quality(360p), its hard to see the code.
Thanks
N'ayam Amarsh'e you are supposed to watch it in at least 720p
N'ayam Amarsh'e bruh it's 2017, at least 1080p!
Tudor Dumitrescu Are you kidding me? Do you know how much size a 720p video takes! I download his tutorials and if I download them in 720p a single playlist will take almost 4GB space! BTW, everybody zooms in coding videos, even with 720p, how will you read the text when its small. I watch on my phone and the codes appear small
Arne de Beer LOL, I don't have time to waste, downloading a video in 1080p when 360p does the same work
Why download them? :o