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Objective

Main objective of this tutorial is to explain how to cut an object and how fake mesh cutter works.

 

Given example will cut a wood stick from all the points where bombs are placed.

 

Step 1 Basic Setup

  • Place this script on wood object(main object).
  • Wood object should have box collider with NO SCALING.
  • woodObjectPrefeb is an object which will be instantiated, So woodObjectPrefeb should have same texture as wood.
  • The woodObjectPrefeb which will be instantiated should have box collider and rigidbody.
  • It is important to place bombs as child of wood object and must be placed only on the wood.
 

Step 2 Video

Unity - Fake Mesh Cutter For 2D Object

In this video you can see Fake Mesh Cutter for 2D Object in Action.

 

Step 3 Code Implementation

public class StickScript : MonoBehaviour
{
//object which will be instanciated
public GameObject woodObjectPrefeb;
 
// bombs are placed as child of wood transform
private GameObject[] bombs;
 
private float woodColliderSize, storeRotation = 0, startingPoint, endPoint, distance, newScale, radius = 15.0F, power = 2000.0F;
 
private GameObject tempGameObject;
 
public void blowClicked()
{
//if there is no bomb to blast
if (transform.childCount == 0)
return;
 
//initializing bomb array
bombs = new GameObject[transform.childCount];
 
for (int i = 0; i < transform.childCount; i++)
bombs[i] = transform.GetChild(i).gameObject;
 
//setting rotation to zero if wood is rotated to any other angle
if (transform.eulerAngles.z != 0)
{
storeRotation = transform.eulerAngles.z;
transform.eulerAngles = Vector3.zero;
}
 
//bombs array will be arranges in ascending order by their y coordinate.
arrangeBombs();
 
//fetching size of collider
woodColliderSize = GetComponent().size.y;
 
//creating object above first bomb.
//new objects will be instantiated as child of wood transform.
createFirstObject();
 
//creating objects below each bomb.
for (int i = 0; i < bombs.Length; i++)
createObjectBelowBomb(bombs[i], i);
 
//rotating wood object on its initial rotation.
transform.eulerAngles = new Vector3(0, 0, storeRotation);
 
//removing wood object's rendering and collider
Destroy(GetComponent() as SpriteRenderer);
Destroy(GetComponent() as BoxCollider);
 
//new objects will be blasted and bombs will be destroyed.
manageChildren();
}
 
//bubble sort for arranging bombs array.
private void arrangeBombs()
{
GameObject tempY;
 
for (int i = 0; i < bombs.Length - 1; i++)
{
for (int j = 0; j < bombs.Length - i - 1; j++)
{
if (bombs[j].transform.position.y < bombs[j + 1].transform.position.y)
{
tempY = bombs[j];
bombs[j] = bombs[j + 1];
bombs[j + 1] = tempY;
}
}
}
 
}
 
private void createFirstObject()
{
startingPoint = findStartingPointY(gameObject);
endPoint = findStartingPointY(bombs[0]);
 
distance = Mathf.Abs(startingPoint - endPoint);
 
//if distance between two bombs is less than 0.1 object will not be created between them.
 
if (distance <= 0.1f)
return;
 
//calculating scale of instantiated object.
newScale = (Mathf.Abs(startingPoint - endPoint)) / woodColliderSize;
 
tempGameObject = (GameObject)Instantiate(woodObjectPrefeb, new Vector3(transform.position.x, endPoint + (distance / 2), transform.position.z), Quaternion.identity);
 
tempGameObject.transform.localScale = new Vector3(1, newScale, 1);
 
//attaching created object as child to wood object.
tempGameObject.transform.parent = bombs[0].transform.parent;
}
 
//this will work same as create first object.
private void createObjectBelowBomb(GameObject currentBomb, int index)
{
startingPoint = findEndingPointY(currentBomb);
 
if (index + 1 < bombs.Length)
endPoint = findStartingPointY(bombs[index + 1]);
else
endPoint = findEndingPointY(gameObject);
 
distance = Mathf.Abs(startingPoint - endPoint);
if (distance <= 0.1f)
return;
 
newScale = (Mathf.Abs(startingPoint - endPoint)) / woodColliderSize;
 
tempGameObject = (GameObject)Instantiate(woodObjectPrefeb, new Vector3(transform.position.x, startingPoint - (distance / 2), transform.position.z), Quaternion.identity);
tempGameObject.transform.localScale = new Vector3(1, newScale, 1);
tempGameObject.transform.parent = bombs[0].transform.parent;
 
}
 
private void manageChildren()
{
foreach (Transform childTransform in transform)
{
//code for blasting new created objects and destroying bombs
if (childTransform.name.Equals("Bomb"))
{
Collider[] colliders = Physics.OverlapSphere(childTransform.position, radius);
 
foreach (Collider hit in colliders)
{
if (hit && hit.rigidbody)
{
hit.rigidbody.AddExplosionForce(power, childTransform.position, radius, 3.0F);
}
}
Destroy(childTransform.gameObject);
}
}
}
 
private float findStartingPointY(GameObject tempObject)
{
return (tempObject.transform.position.y + ((tempObject.GetComponent().size.y) / 2));
}
 
private float findEndingPointY(GameObject tempObject)
{
return (tempObject.transform.position.y - ((tempObject.GetComponent().size.y) / 2));
}
 
}

Try the code and implement Fake Mesh Cutter for 2D Object. If you find any query fire them in comment below we will try to solve them out.

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I am game programmer, always had keen interest in games which lead me to learn and develop games. I’ve been developing games for over a year. I develop games using andangine for android and unity3d for all platform compatibility.

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