How can I break a part into X amount of small pieces?

I’m working on destructible buildings and windows in my game. I want to make an effect where once something is destroyed it will break into pieces. How can I do this along with being able to adjust how many pieces it breaks into?

Can you describe exactly the effect you are trying to achieve? What shape should the parts be, etc.? I think there are several implementations on the forums that do different things.

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Heres exactly what I want to achieve. Lets say a player in my game shoots a window.
I want that window to be cut into X amount of pieces (just blocks) The amount of pieces will be determined by the size of the glass thats being broken. I would also like the size of these pieces to be randomized.

Is this what you are looking for

local Part = script.Parent

local function KillPC()
    for I=1, Part.Size.X do
       local SmallPart = Instance.new("Part", Part.Parent)
       SmallPart.Material = Part.Material
       SmallPart.Color = Part.Color
       SmallPart.Size = Vector3.new(1, 1, 1)
    end
end
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Not quite. I would want the parts to be positioned to basically fill the glass. And the sizes to be random.

SmallPart.Position = Part.Position

i forgot to do that

Thats going to put every part in the middle. I’m trying to make them all fill the pane of glass pretty much.

But you would have to use negate and union, And it will affect the games performance

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You dont have to union it. You can create parts and position them.

Made this but I haven’t tried it. Let me know if you have any errors:

local function createPieces(part) -------- part is the window
    if part ~= nil then
        local size = part.Size
        local position = part.Position
        local pieces = (size.X+size.Y)/2
        for i = 1, pieces do
            local piece = Instance.new("Part", workspace)
            piece.Name = part.Name.." piece"
            piece.Size = Vector3.new(size.X/pieces, size.Y/pieces, size.Z)
            piece.Position = Vector3.new(math.random(-posiion.X/1.25, position.X/1.25), math.random(-position.Y/1.25,position.Y/1.25), position.Z)
            piece.Color = part.Color
            piece.Transparency = part.Transparency
            piece:ApplyImpulse(part.CFrame.LookVector * 50) ---- delete if you dont want the pieces to fling slightly
        end
        part:Destroy()
    end
end

createPieces()
1 Like

https://gyazo.com/6a0fbde0d9796a2249c7c9d99c1ff370

Here is the result.
I would also sometimes get this error if I hit one of the panes of glass that was angled differently.

invalid argument #2 to 'random' (interval is empty) 

Fixed it. Put this in the part you want to break:

local function createPieces(part) -------- part is the window

    if part ~= nil then

        local size = part.Size

        local position = part.Position

        local pieces = (size.X+size.Y)/2

        for i = 1, pieces do

            local piece = Instance.new("Part", workspace)

            piece.Name = part.Name.." piece"

            piece.Size = Vector3.new((size.X/pieces)+math.random(0.25,1), (size.Y/pieces)+math.random(0.25,1), size.Z)
    
            piece.CFrame = part.CFrame * CFrame.new(math.random(-size.X, size.X)/1.5, math.random(-size.Y,size.Y)/1.5, 0)

            piece.Color = part.Color

            piece.Transparency = part.Transparency

            piece.Anchored = true

            piece:ApplyImpulse(part.CFrame.LookVector * 50)---- delete if you dont want the pieces to fling slightly
        end

        part:Destroy()

    end
end

createPieces(script.Parent)
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You forgot to parent the piece variable to something.

1 Like

local piece = Instance.new(“Part”, workspace)

2 Likes

Oh my bad (I never really use the second argument haha), also you shouldn’t use the second argument, it has performance amplifications.

Here’s the post by the staff (If you’re interested):

2 Likes

Oh ok. I’ve used it for many years as a line saver lol. Thanks for the info!

2 Likes

It’s not exactly what you want, but I found these posts for breaking parts into triangles instead of blocks:

For blocks, the easiest option would be to pick a line to divide the part along a single axis, once. Then do the same for each of the two halves. Repeat until you have the number you’d like. Would be okay for most visual purposes and be easy to implement.

3 Likes

This is a promising approach for a slightly more random layout: geometry - Has anyone ever attempted to find all splits of a rectangle into smaller rectangles? - Mathematics Stack Exchange

1 Like

o wow woke up to a lot of responses lol. I’m gonna try some of this stuff out. I’ll update you on how it goes.

Greatly appreciate the help.

I can think of 2 approaches to this.

The first one would basically be manually splitting up the windows and walls, and when they get broken, unanchor each piece and use bodyforces to make them fly out.

The second method would be actually scripting it to be shattered into customizable amounts of pieces. The first problem of this would how to actually do it; It’d definitely require a lot of math and thinking. The second problem with this is the shape of the pieces. If you had more than just cubes, say wedges, then it’d make things even more complicated.

1 Like