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.
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. World is made of chunks and when any changes are made to the World - it changes the certain chunk.
There are many ways you can handle destruction now: 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.
Yes. Example scene rarely goes below ~80 FPS on my machine and it contains a medium-sized destruction every frame.
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.
Make sure you add using DTerrain;
at the begining of you scripts.
It should as code is universal and doesn't use version specific tweaks in Unity (only BoxColliders2D).
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.
- /u/idbrii for pointing out a fix that nearly doubled the FPS.