DinoFracture - A Dynamic Fracture Library OFFICIAL SALE

VERSION 2.11 RELEASED - New features, more perf! See below.


Try a live WebGL demo on our website!


View the Online Documentation


Questions? Suggestions? Contact us at support@dinofracture.com


With DinoFracture, you can break apart any mesh in your scene to create fragmented pieces. Meshes can be broken apart either at runtime or in the editor, allowing for optimal performance across all devices.


You can both shatter an object into many pieces (as in throwing a vase on the ground) or slice an object in half using user-defined planes (great for cutting enemies in half with a sword).


Example usages include:

  • Break glass windows on impact
  • Chip or crumble walls and columns
  • Collapse a bridge by destroying its support pillars
  • Explode barrels and crates
  • Annihilate doors after activating a switch
  • Smash fruit with a hammer
  • Cut zombies in half

New in 2.11:

  • Addition of ExplodeOnFracture component. In contrast to the TriggerExplosionOnFracture component, this new component is applied directly to the fracturing object. It allows an explosion force to be triggered locally at the point of impact.
  • Ability to convert between PreFracturedGeometry <-> RuntimeFracturedGeometry components via the inspector window. Simply right click on the component header in the inspector and choose the convert context menu option.
  • More general performance improvements. This will specifically reduce memory and CPU time when producing many fracture pieces.

New in 2.10:

  • Control the amount of vertex merging is done during fracturing. At runtime, you might want to use either a simpler & quicker vertex merging algorithm, or no merging at all, to reduce fracture time.
  • Major performance improvements across the board! This is especially true when compiling with IL2CPP.

New in 2.9:

  • Pre-fracturing can now be done at runtime. Get the benefits of pre-fracturing without increasing build-size. It is recommended to do pre-fracture computation during level load.
  • Meshes generated by fracturing will now be more optimized. Less triangles and less vertices. This reduces times to calculate mesh hulls and saves on GPU rendering.

New in 2.8:

  • Support for pre-fractured meshes with chipping enabled!
  • Disconnected chipped sections will now fall automatically! Use the ChipOnFracture script in conjunction with GlueEdgeOnFracture on the fracture template for best results.