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    411
  • Rank 105,247 (Top 3 %)
  • Language
    C#
  • License
    MIT License
  • Created over 4 years ago
  • Updated almost 4 years ago

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Repository Details

Destructible terrain in Unity

DTerrain

Destructible terrain in Unity

Simple destructible terrain in Unity based on bitmaps and Quadtree. Pretty efficent and works with Unity Colliders. Very reusable and customizable for your own needs. This beginner friendly tool will take your game to the next level. If you want to use it, clone this repository and see example scene.

Also provides additional functionalities as painting on customizable layers.

Demo

FAQ

How destructible terrain works?

I use Ranges: [min;max] Then I make a list of ranges called Column. I fill those ranges using image (if color.alpha>threshold I fill it and use range to remember it effectively). Now I have a list of Columns that make a single Chunk. Layer is made of chunks and when any changes are made to the Layer - it changes the certain chunk (or chunks).

There are many ways you can handle destruction: if I have shape (list of Columns) I can manually remove each pixel, or use ranges of this shape to delete effectively bigger areas of terrain.

Each Chunk has their sub-texture made from original Texture. I found out that changing a few smaller Textures is much, much faster than changing one big texture.

Whenever a change is made (destruction) each Chunk recalculates sub-textures based on their Columns and recreates BoxColliders2D using Quadtree to fit new terrain.

Would it work in realtime game?

Yes. Example scene rarely goes below ~80 FPS druing per frame destruction on my machine.

How I can make it work even faster?

Slightly increase number of chunks or reduce number of operations done on world per frame. Reduce unnecessary per frame changes to the terrain as it makes chunk to recalculate it's colliders. Recalculating colliders takes about 90% of all computation for DTerrain, keep that in mind. Also, chunks are based on SpriteRenderers meaning the more chunks camera sees the slower it will work. To reduce lag separate typical collision layer into two layers: visible (only sprite renderer - one big chunk) and logic (only collision - many chunks). See SampleScene2Optimized to see the idea behind it.

I can't access any of the components from this package.

Make sure you add using DTerrain; at the begining of you scripts.

Will it work with my Unity version?

It should as code is universal and doesn't use version specific tweaks in Unity (only BoxColliders2D, SpriteRenderers and SpriteMasks).

Can I use it for free?

Yes. Now and forever. You don't have to credit me, but I'd really like to know if you built something meaningful with it.

Special thanks:

  • /u/idbrii for pointing out a fix that nearly doubled the FPS.

Features in the future:

  • Rewriting the whole code to be more expandable (DONE ✔️)
  • Adding mesh optimization (DONE ✔️ - separate collision logic and visible layers: see SampleScene2)
  • Adding wiki on how to use it (IN PROGRESS 🔜)