I have a destructible mesh I line up a few times next to each other, they blow apart just fine on their own, well sorta. Then they have some debris parts that can get destroyed.
Two things I want to work on / flip around.
1.) anyway to stop the walls from bouncing and or from pushing so much insane force outwards against other destructible meshes. It’s almost like putting ragdoll on meshes. I think it’s part of the bug with the mass of DMs not working but any way to improve on what’s happening. Here is a video showing the issue.
2.) I have 3 depth levels, 0,1,2. When the mesh blows up it breaks the level 1 apart and then they can get broken down into the level 2 as debris. I would like to sort of swap this method, I want smaller chunks to flake off the main mesh, instead of the main mesh breaking apart then the big pieces breaking into smaller bits. I think that is just how I have the model setup. or could be with how the force is being applied to the mesh. It’s an impulse force getting applied. I know the tracer option seems to do this well, but was hoping to provide a bit more volumetric option to tearing it down. Like when the rock hits the right top half I want it to blow apart but not the whole mesh basically. Thoughts on where i have my settings off?