Hey there @Donkeysniper! Welcome back to the community! So this is going to depend exactly how you want to handle the holes. Do your explosions always occur in the same shape on the floor mesh forming the same size/shape hole everywhere or would you need that to be more procedural based on it’s location?
Geometry scripting in this case is what I’d usually recommend for most games with some caveats for performance in large areas, and you could even control different factors so add some variation to the gameplay like shape of the explosives and position.
Alternatively working with Voxels if you need some kind of depth instead of just falling through a thin plane.
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