Oh boy here we go fracturing stuff in games! Btw, check out this Stylized Explosion Course: www.udemy.com/course/visual-effects-for-games-in-unity-stylized-explosion/?couponCode=17.99_UNTIL_20-09
9:35 In line 45, where the explosionforce is added, u may want to use the last parameter of the overloaded method and set it to ForceMode.Impulse. This way the force is added instantly and u can pick more realistic values for the masses of the rigidbodies too. If u dont use that parameter, it is set to ForceMode.Force(force is applied frame based) by default, thats why u have to pick those high numbers for the force.
Nice tutorial. Easy to follow. This channel kind of remenbers me of Brackeys. instead of "var rb = t.GetComponent()" and then checking that it's not null, you can also do "if (t.TryGetComponent(out Rigidbody rb)) rb.AddExplosionForce(etc.)". That's a bit more readable, I guess.
Question, if you are using a mesh with a complex mapped material like say the synty studios polygon models which has that big atlas, I noticed the fractured version ends up with their internal UVs all messed up, how would you address this?
We've used blender, however I would recommend spending a bit of money and getting Rayfire for Unity. Using a plugin is going to be much faster and less work than doing the work in Blender, then exporting/importing the geometry and creating the prefabs.
Is there a way to only fracture objects on lets say, an explotion. but at the same time the player or other stuff can interact with them without them shattering?
everything is working but i'm getting this red error: [Physics.PhysX] ConvexHullLib::cleanupVertices: Less than four valid vertices were found. Provide at least four valid (e.g. each at a different position) vertices.
How to fracture "living" objects? Like for a example a car while crashing and parts of the car fall but the car is still "alive" instead of replace the object by another with the fractures?
I'm a newcomer to Unity. Is it possible to create an animation for this and use it in an animator controller? I'm trying to import a crumble animation into Tabletop Simulator.
If you're ever needing sharp normals you can just enable autosmooth in the object data, edge split can be a bit weird in a modifier stack if ever using displacements and whatnot
Great work man! I'm studying a lot about VFX Graph and your videos are really helping me, thanks so much for that! About that, I have a request for next videos, I'd like to see more about OutputEvents, I'm using that for shaking camera, sound effects, and postprocessing sync with particles, but sometimes I struggle to get best result... I think this could be a good idea for the next videos.
Hey Gabriel! Another somewhat weird question like last one, but do you set your videos made for kids or not? RUclips makes it really difficult to understand if your videos are made for kids. I feel like most kids don't watch game dev videos, but it might still reach a wider audience
Hey pal, I know this a little bit of a specific question, but ive been trying to release more good content for my channel recently, and I have just realized that "category" matters alot. I usually put gaming as my category, but im not sure that is correct. What category do you use for content?
This felt more like an ad for your explosion lesson than the same quality your usual quality of tutorials. You give random explosion direction, what if we wanted to shoot it and have it break apart per where it was hit?
just dont add the random force and instead ask for a vector3 in the fuction of the explosion. Then pass the reference of the vector ur recieving through event, delegate, game object reference or whatever u want it to be.
I'm a newcomer to Unity. Is it possible to create an animation for this and use it in an animator controller? I'm trying to import a crumble animation into Tabletop Simulator.
Oh boy here we go fracturing stuff in games!
Btw, check out this Stylized Explosion Course: www.udemy.com/course/visual-effects-for-games-in-unity-stylized-explosion/?couponCode=17.99_UNTIL_20-09
After three days of research... I changed the keyword blender into unity and this is exactly what I needed
Thanks
Brackeys, is it you?
9:35 In line 45, where the explosionforce is added, u may want to use the last parameter of the overloaded method and set it to ForceMode.Impulse.
This way the force is added instantly and u can pick more realistic values for the masses of the rigidbodies too.
If u dont use that parameter, it is set to ForceMode.Force(force is applied frame based) by default, thats why u have to pick those high numbers for the force.
This was a really cool video! Thank you for quickly going over the script with it!
Glad you liked it!
that blender add on is amazing and ill definitely use it ty
It is quite useful. Lot of possibilities.
Nice tutorial. Easy to follow. This channel kind of remenbers me of Brackeys.
instead of "var rb = t.GetComponent()" and then checking that it's not null, you can also do "if (t.TryGetComponent(out Rigidbody rb)) rb.AddExplosionForce(etc.)". That's a bit more readable, I guess.
Thanks, thanks for the tip!
Question, if you are using a mesh with a complex mapped material like say the synty studios polygon models which has that big atlas, I noticed the fractured version ends up with their internal UVs all messed up, how would you address this?
Remap the UVs possibly. Needs some kind of rework.
We've used blender, however I would recommend spending a bit of money and getting Rayfire for Unity. Using a plugin is going to be much faster and less work than doing the work in Blender, then exporting/importing the geometry and creating the prefabs.
Indeed, Rayfire, is awesome.
Is there a way to only fracture objects on lets say, an explotion. but at the same time the player or other stuff can interact with them without them shattering?
everything is working but i'm getting this red error: [Physics.PhysX] ConvexHullLib::cleanupVertices: Less than four valid vertices were found. Provide at least four valid (e.g. each at a different position) vertices.
How to fracture "living" objects? Like for a example a car while crashing and parts of the car fall but the car is still "alive" instead of replace the object by another with the fractures?
Just purchased the Udemy course. Thank you
Welcome!
What's the license for the code shown in the video? Can I freely use it?
Sir Which unity version is it..
It was made with Unity 2021.3.
I'm a newcomer to Unity. Is it possible to create an animation for this and use it in an animator controller? I'm trying to import a crumble animation into Tabletop Simulator.
This is awesome! I love this channel. Are you familiar with the edge-split modifier? It would give your crate model sharper normals.
If you're ever needing sharp normals you can just enable autosmooth in the object data, edge split can be a bit weird in a modifier stack if ever using displacements and whatnot
Thanks for the tip guys!
Can you please create a wind trail fx particle system tutorial
Great work man! I'm studying a lot about VFX Graph and your videos are really helping me, thanks so much for that! About that, I have a request for next videos, I'd like to see more about OutputEvents, I'm using that for shaking camera, sound effects, and postprocessing sync with particles, but sometimes I struggle to get best result... I think this could be a good idea for the next videos.
This is an awesome way to do this!
Hey Gabriel! Another somewhat weird question like last one, but do you set your videos made for kids or not? RUclips makes it really difficult to understand if your videos are made for kids. I feel like most kids don't watch game dev videos, but it might still reach a wider audience
It's not made for kids in a sense that, it's not a kids show or similar, that's what I select.
@@GabrielAguiarProd Ok that makes sense, thanks for the advice!
Hey pal, I know this a little bit of a specific question, but ive been trying to release more good content for my channel recently, and I have just realized that "category" matters alot. I usually put gaming as my category, but im not sure that is correct. What category do you use for content?
I think most of the videos are under education.
@@GabrielAguiarProd Thank you!
Sayende çok şey öğreniyorum. Thank you brother
You are welcome :)
This helped me so much!
Glad it did!
gabi bro can u do a quick one about Ryu's Hadouken from street fighter 5? would be dope because im lost in new shader graph.
Hmm interesting...
Another amazing video!
oh beau gosse toujours un plaisir tes vidéo ..
thanks for your video ..
10/10 really helpful and well detailed!
Glad it helped!
Great video 👍🏻
I implementing a Fracture Animation based 💯 in this solution.
Thank you 👏🏻
Great 👍Good luck!
This felt more like an ad for your explosion lesson than the same quality your usual quality of tutorials. You give random explosion direction, what if we wanted to shoot it and have it break apart per where it was hit?
just dont add the random force and instead ask for a vector3 in the fuction of the explosion. Then pass the reference of the vector ur recieving through event, delegate, game object reference or whatever u want it to be.
Thanks you gabriel!!!!
My pleasure!!
Please make one video on Ui image Avatar frame shader graph
Many thanks!!!
You're welcome!
Make sure that you use the prefab of the shattered object and take the shattered object out of your scene or else you will waste alot of time like me
You can fracture any objects inside using unity with probuilder
Is there a simple way to do that? As far as i know its pretty cumbersome doing it with probuilder and it cant beat or compare to the blender way.
You sound like brackeys bruh😅
guess that's a compliment xD
I'm a newcomer to Unity. Is it possible to create an animation for this and use it in an animator controller? I'm trying to import a crumble animation into Tabletop Simulator.
The easiest way may be to record the animation in blender and import it into unity. In blender u can add rigidbodies to the fragments too.