Part fracturing system V3

Are you talking about the module? Or the script to active the fracture function
If either, it really doesn’t matter

If you are new to scripting and you are not sure what to do, then I recommend you go to that test place and edit it by clicking the three dots in the top right corner, and then edit place.

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can you show me a picture what inside of the ball?

There’s nothing inside the ball, except for a script. Which just simply actives the fracture function for the breakable glass upon impact.

should the glass need to anchor or not?
and i have issue with your part fracture

It doesn’t really matter if the part is anchored, it should work anyway.

And what’s wrong with the fracturing system?

Do you think there would ever be an update, maybe the velocity of the wrecking ball effects how far the glass pieces travel? Overall really good work :+1:

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Possibly. That might be a thing in the V2.
Thanks for the idea!

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No problemo :+1:
(30 charactersssssssss)

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maybe add an option to control the amount of debri that forms, and maybe if smoke happens, overall, amazing system, good job

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Can’t really do due to how the system works, and the fact that my scripting skill is pretty limited.

I’ll need to learn how to divide wedges into more wedges if you wan’t that to be a thing.

You can easily add that on yourself

Thanks for your feedback! :+1:

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Update V2

This is just a small update that consists of improvements for the system and the thread itself.

Additions:

  • The debri/shards will now keep their velocity.

Improvements:

  • Optimized the system a bit.

Side notes:

  • The thread for this system has been updated as well. Such as adding the source code on the thread as @LuaBearyGood suggested
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This looks very cool but how would this go for fracture effects on walls or wooden barricades?

One of my games is in need to replacing it’s fracture system based on several small anchored parts and could really use a system like yours.

What I am trying to understand is how I can make your fracture system work in away based on caliber, multiple hits before breaking and for example instead of fracture having actual bullet holes based on small caliber guns.

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Not really sure what your asking here.

on large walls, you’ll get big wedges. But if you wait till V3, the wedges from the fractured parts will break into smaller pieces as well, so you get more debris/rubble.

I haven’t tested fracturing on planks. I imagine it would like quite nice actaully.

You can achieve that by giving the object like a hit points value. And shooting it will take 1 away from that value. And if the value is 0 or below, you can run the fracture function.

And if you look at one of examples that uses the balls, you’ll see that they move the breaking point to where the ball hits. So if you want, you can do that to your gun as well.

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Update V3

This is just a small update that consists of sound support, and a new weld debris value for the system

Additions:

  • Sound support
  • Weld debris option (bool)

Improvements:

  • N/A

Side notes:

  • The thread for this system has been updated a bit
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Very nice! I made a system that works using the exact same principles a while back.

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the next gen roblox rocket launcher is coming soon


Other than that, it looks AWESOME!

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Are you able to set how many shards there can be. Because maybe I want more debris. 0-0

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no, but i have tried adding this feature. More debris makes more triangles which causes lag, and removes the ‘shatter’ illusion.

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Ah ok. Also I do expect more lag. I think what I was thinking was from you breaking the wall. Realistically there would be maybe a few more shards depending on it’s density. Thanks off answering.

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You could try to make “more triangles” anchored once they stopped moving, it makes not struggle to run.

Or if it didnt work, you could make complicated / basic raycasting + applying animation to make it seem like it’s falls by hit position from ray caster, it uses tweening and doesnt require physics.

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