Hi everyone, I was wondering if anyone had any insights on how to make glass not appear shattered before it’s hit?
I’m fine fracturing and getting the basic physics, but whenever I fracture the glass geometry, it leaves the actor looking like a bunch of shards stuck together. Is there a way to apply a mask and then trigger it to remove upon hit?
Also, just a side question but not as major, Whenever I attach an anchor to the geometry, it renders the whole actor indestructible, even if it’s only marginally covered at the bottom or top.
Thanks so much for reading and your possible insight.
Hey there @ShinobiFitness! I don’t know of a proper way to make sure the glass’ destructible mesh doesn’t show the cracks, but I have done a bit of a workaround before in which you can hide this mesh, have one that isn’t destructible. Hide the destructible mesh, and use the non-destructible one as your visibility, then change the visibility and collision of each whenever it’s meant to be broken. Having collision on the actual destructible glass, and only have overlaps on for the “faux” glass. Then garbage collect it as you see fit. I wish I had a “best practices” method for this.
I actually tried this just last night but couldn’t figure out the mechanics. You’ve explained it masterfully and I’m excited to give it a try! Thanks so much for taking the time to help, it means the world!
Hey, if some still have the Problem:
Set the material of the inside parts to an invisible.
Add a hit event where you change it back to the glass material.