BOSS — Breakable Objects Simple Solution¶
Bake or generate destructible meshes inside the Unity Editor and break them at runtime with physics, shards and events. Configure everything in the inspector, trigger destruction by click, collision, or code.

Bake-first by design. BOSS is built around baking destruction in the Editor. The heavy slicing work happens once, at edit time, so every
Break()at runtime just spawns ready-made shards — cheap and predictable. A live Runtime mode exists (beta) for meshes that only appear at play time, but baked modes are the recommended path for shipping.
What you get¶
- Editor baking — slice any mesh into shards directly inside the inspector, save the result as a GameObject, Prefab or ScriptableObject collection.
- Built-in triggers —
BreakByClick(mouse),BreakByCollision(impact with optional tag filter). No code required. - Physics out of the box — per-shard rigidbodies, explosion force, torque, configurable lifetime.
- Events —
BreakStarted,ShardLifetimeEndedUnityEvents wired straight in the inspector for VFX, audio, loot spawning. - Pooling — collection sources can pool and reuse shards; pre-warmable from code for high-frequency scenes.
- Complex hierarchies — supports composite objects whose sub-parts can break independently or together.
- Runtime fracturing (beta) — slice meshes live on
Break()without pre-baking. Good for procedurally generated geometry.
Requirements¶
- Unity 2022.3 LTS or newer
Install¶
- Import the BOSS package from the Asset Store.
- Open any scene, select a GameObject with a
MeshFilter+MeshRenderer. - Add the
Breakercomponent — the inspector is now ready to configure and bake destruction.
No project-wide setup is required: nothing to add to Project Settings, no helper scenes to load, no managers to drop in.
Where to go next¶
- QuickStart — first destruction in three steps.
- Scenarios — eight concrete recipes (click, collision, code, reuse, variations, nested, runtime, no-code sound and particles).
- Inspector Reference — every setting, grouped, with "when to change" guidance.
- Bake Modes — choosing between GameObject / Prefab / Collection / Runtime.
- FAQ — how-to answers and troubleshooting.
- Limitations — what BOSS does not do (per-bone skinned destruction, multiplayer, …) — check fit before you build around it.
- Roadmap — what's planned after this first release.
Support & links¶
- Asset Store — https://u3d.as/3hr9
- Documentation (web) — https://boss.cyber-revolution.net/
- Demo video — https://youtu.be/lDYMXFySJoA
- Discord — community for help, bug reports and sharing your showcases: https://discord.gg/DYD62RuhAh
- Unity Forum thread — available after release.