Easy Destructible Wall has been Released!

February 23, 2011 at 11:46 AM 8 comments

After multiple days of achieving zero progress as I was battling execution orders, where each chunk was not being deleted before the replacements were being spawned. Now that its been fixed, you can now find it on the Asset Store!


Adding a destructible wall into your game is now as simple as dragging and dropping. This pack contains both a standard “loose” brick wall, and also a “chunk” based brick wall. The loose brick wall is much like childrens wooden building blocks, in the way that they aren’t connected. Where as, the chunk based wall is comprimised of multiple chunks of bricks, which can then be shattered into single bricks based on how much of a battering it recieves.

You can find it here: http://u3d.as/content/jesse-stiller/easy-destructible-wall/1zX

Watch a video of it in action here: http://www.youtube.com/watch?v=xrBX-RLh13Y


Entry filed under: Unity.

Modding of the Nvidia PhysX Fluid Demo Easy Destructible Wall – Price Drop

8 Comments Add your own

  • 1. Stanley J. Maliackal  |  December 4, 2012 at 5:29 AM

    I am building a game where a lot of destruction (City wide destruction) takes place and I am impressed at your wall demolition
    I have 3 questions to ask
    1. Can I use this to destroy a building??
    2. Is this wall done by using a Physx exported model or is it done by adding rigidbodies to meshes??
    3. How efficient is this? Has this been tested on Android or iOS devices?

    • 2. Aqua General  |  December 4, 2012 at 11:57 AM

      Hello, and thank you for your questions.

      1. You could use this to destroy a building, however it will require some work. It essentially requires you to group together chunks of broken pieces in your 3D app, and then set them up with the destruction code. I’d be glad to help if you require any assistance in doing so.
      2. It uses an already fractured model, it then swaps out chunks into a group of individual objects. In this case it swaps out a chunk of bricks with a group loose bricks.
      3. The destruction code has almost zero overhead, so the main bottleneck is the PhysX performance itself. Generally speaking, iOS and Android devices are not well suited to having a heap of rigid bodies active at once. One destructible wall should work fine, however if there are a group of five walls being destroyed, the performance won’t be any good. In that case, you could somehow limit the amount of destruction going on, or somehow make it hard for the player to destroy too many objects at once.

  • 3. Stanley J. Maliackal  |  December 4, 2012 at 1:38 PM

    Question to the 2.
    What do you mean by Fractured Model???
    Does it mean your script will create fracture for the model like in UDK? Or do we have to model with a 3rd party 3D tool like that.

  • 4. Aqua General  |  December 4, 2012 at 3:18 PM

    I mean using a 3D app such as Maya or Cinema 4D. For this destructible wall however, I didn’t run any kind of special fracturing scripts to generate the mesh, I just made the wall itself from numerous bricks – it doesn’t fracture a brick itself into multiple pieces.

    Meaning this doesn’t necessarily mean you have to fracture a mesh in a 3D app, just that there need to be separate parts such as bricks, stones or wooden planks.

  • 5. Stanley J. Maliackal  |  December 4, 2012 at 6:15 PM

    Ok thanks will try and see if I can make it work myself else I will convince my boss to buy the Plugin.
    Also does the game block fuse run on the same destruction script or is it something else???

    • 6. Aqua General  |  December 4, 2012 at 7:40 PM

      Glad to hear 🙂

      Block Fuse doesn’t use the destruction scripts from Easy Destructible Wall. It just uses plain rigid-bodies.

  • 7. Stanley J. Maliackal  |  December 7, 2012 at 11:52 PM

    If you can, can you show me a demo of a building falling onto another building along with the Unity Stats.
    I will be able to understand how good it is and how efficient it is.

    • 8. Aqua General  |  December 8, 2012 at 12:09 AM

      Sorry but I don’t have the necessary time to create a demo like that.

      The bottleneck wouldn’t be my destruction script, but how many rigidbodies can be handled by the physics engine.

      You could check yourself if it will run fast enough to essentially making a house of simple rigidbody bricks, and dropping that on a duplicate house. It would give you almost the exact performance figures you would get in the end with my script.


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