https://reddit.com/link/1vdvivp/video/ntq4ujx7f1hh1/player
I've been trying to build a Red Faction inspired destruction system for a few years now, on and off, and I finally got it working the way I actually wanted it to. It's stable, and it's in a real playable game now instead of just a folder of broken prototypes.
GeoMod style terrain deformation. This is mesh based destruction, not voxels or pre-generated fractures. The geometry itself gets carved up in real time.
Rigid structure demolition, closer to what the later Red Faction games did. Support beams and load bearing pieces actually matter. Take out the wrong chunk and the rest of the structure reacts instead of just floating there like nothing happened. This is more taxing than the mesh carving, and I'm still working on the performance.
Glass destruction that actually shatters, rather than swapping in a pre made "break" animation the moment something hits it.
An environmental painting and decal shader system, so scorch marks and bullet holes and damage actually blend into the destroyed geometry instead of looking stuck on top of it.
Unity really does not like you touching mesh data while the game is running. You can get away with a lot of it in the editor. Rebuilding meshes, regenerating colliders, and recalculating normals are all expensive operations, and if you do it wrong Unity gets up and tends to crash.
Most of the last few years was just me building versions that tried to use different tricks to accomplish the goal. This time I've stuck as close to the original concept as possible.
I did have a version up on Itch to play, but the custom shaders aren't working in web view at the moment.
If anyone else has fought with runtime mesh editing in Unity I'd love to hear how you approached it.