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Effects Components

Effects components provide advanced visual and physics effects like shattering objects into pieces and creating soft, deformable bodies.


🏷️ Category: Effects

💡 Simple Explanation: Breaks objects into pieces - perfect for destruction effects and dramatic reveals.

⚙️ Technical Description: A destruction system that fragments mesh geometry into pieces, supporting both static fragmentation (pre-calculated pieces) and physics-based demolition (dynamic destruction with forces).

📖 Full Details & Properties

🔧 How It Works: Mesh Shatter can break objects in two ways:

  1. Static Shatter - Pre-fragments the object into pieces that stay in place. You can then scale or animate the fragments.
  2. Physics Shatter - Dynamically breaks the object when triggered, with pieces flying apart realistically.

The system analyzes the mesh geometry and creates fragment pieces that fit together like a puzzle.

Perfect For:

  • Dramatic destruction effects
  • Reveal animations (object shatters to reveal something)
  • Breaking glass, walls, or barriers
  • Victory/celebration effects
  • Reaction to large donations

📋 Properties:

PropertyTypeDescription
Shatter TypeDropdownStatic Shatter or Physics Shatter mode

Static Shatter Properties:

PropertyTypeDescription
FragmentButtonGenerate fragment pieces
Fragment ScaleFloat (0-1)Scale of fragments (1 = full size, 0 = collapsed)

Physics Shatter Properties:

PropertyTypeDescription
InitializeButtonPrepare the object for physics destruction
DemolishButtonTrigger the destruction
ActivateButtonEnable physics on fragments
FadeButtonFade out and remove fragments

🎬 Streaming Example: “Shatter a ‘1000 SUBS’ milestone display when you hit the goal, with pieces exploding outward.”

🎯 Tips:

  • For Static Shatter, animate Fragment Scale from 0 to 1 for a “pieces coming together” effect, or 1 to 0 for “crumbling apart.”
  • For Physics Shatter, call Initialize first to prepare the fragments, then Demolish to trigger destruction.
  • Complex meshes take longer to fragment - simpler geometry works best.
  • The object needs visible geometry (mesh renderer) for shattering to work.

🏷️ Category: Effects

💡 Simple Explanation: Makes objects squishy and deformable - like jelly, cloth, or rubber.

⚙️ Technical Description: Converts rigid mesh objects into soft-body physics simulations that deform and jiggle realistically using particle-based physics.

📖 Full Details & Properties

🔧 How It Works: Soft Body converts a regular mesh into a deformable physics object. The mesh vertices become particles connected by constraints, allowing the object to squish, stretch, and wobble while maintaining its general shape. The system automatically creates a physics solver to manage the simulation.

Perfect For:

  • Jiggly characters and mascots
  • Bouncy logos
  • Squishy objects (pillows, slimes, balloons)
  • Cloth-like deformation
  • Fun, playful physics

📋 Properties:

PropertyTypeDescription
InitializeButtonConvert the object to a soft body
Re-Generate MeshButtonRebuild the simulation mesh
Re-Skin MeshButtonRebind the visual mesh to the simulation

🎬 Streaming Example: “Make your mascot character squishy so it wobbles when it bounces around the screen.”

🎯 Tips:

  • Click Initialize to convert the object - this may take a moment for complex meshes.
  • The object gets automatically placed under a Soft Body Manager (physics solver) in the hierarchy.
  • Simpler meshes work better - highly detailed meshes are expensive to simulate.
  • After initialization, the object will respond to gravity and collisions with squish and wobble.
  • Use Re-Generate Mesh if the object looks wrong after making changes.

🏷️ Category: Effects

💡 Simple Explanation: Allows regular objects to collide with soft bodies.

⚙️ Technical Description: A collision modifier component that enables standard colliders to interact with the soft body physics simulation.

📖 Full Details & Properties

🔧 How It Works: By default, soft bodies only collide with other soft bodies and special soft body colliders. Adding this component to a regular object with a collider allows it to push and interact with soft bodies.

Perfect For:

  • Walls and floors that soft bodies bounce off
  • Objects that poke or push soft bodies
  • Collision boundaries for soft body simulations

📋 Properties:

PropertyTypeDescription
Collision MaterialMaterialPhysics material for soft body collisions
ThicknessFloatCollision surface thickness

🎬 Streaming Example: “Add Soft Body Colliders to your stage floor so your jiggly mascot bounces off it properly.”

🎯 Tips:

  • Add this to any object with a regular collider (Box, Sphere, etc.) that needs to interact with soft bodies.
  • The object doesn’t need a Rigidbody - it can be a static collider.
  • Adjust Thickness if soft bodies are passing through thin surfaces.

🏷️ Category: Effects

💡 Simple Explanation: Controls the physics simulation for soft bodies - automatically created when needed.

⚙️ Technical Description: The physics solver that manages soft body simulations. Handles particle physics, constraints, and collision calculations for all child soft body objects.

📖 Full Details & Properties

🔧 How It Works: When you initialize a Soft Body, a Soft Body Manager is automatically created and the soft body becomes its child. The manager runs the physics simulation for all soft bodies under it. You generally don’t need to interact with it directly.

Perfect For:

  • Automatically created - you don’t add this manually
  • Contains and manages soft body physics simulations

📋 Properties:

PropertyTypeDescription
GravityVector3Override gravity for soft bodies (optional)

🎬 Streaming Example: “The Soft Body Manager is created automatically when you initialize your first soft body object.”

🎯 Tips:

  • Don’t delete the Soft Body Manager while soft bodies exist under it.
  • All soft bodies under the same manager interact with each other.
  • If you need soft bodies to NOT interact, put them under different managers (by initializing them separately).
  • This component cannot be removed while it has soft body children.