Break off a single chunk from a destructible mesh
I am trying to break off chunks one at a time in a very clean way. Lets say you were doing an retro astroids game and when a bullet hits the asteroid you want ONE chunk to fly off while the remaining chunks staying perfectly intact. No variability in how it behaves...
So far I have tried the following, trying to be very specific with damaging particular chunks:
But it does not behave how I want. I expect it to apply damage to ONE chunk, and everything else is undamaged and sticks together... but it is very inconsistent and seems to apply damage to multiple chunks. I have been stuck on this issue for a few days and Im about to abandon it entirely because of how long its taking (which is frustrating because I think should be relatively simple...)
As far as my destructible mesh asset goes, I have a support depth of 1 and a damage spread of 0. Ive read that support depth of 1 is what you want when you dont want it to completely break after being damaged, but I don't really understand what it is or what its doing. So if anyone could explain support depths, that might help as well. If I have to use PhysXLab I am willing to do that, though I'd rather not because the tutorials and documentation seem a bit iffy.
I may actually just store the locations of each chunk and manually set their locations in tick such that they stay in their proper spot until I damage them, but this seems super hacky and not ideal at all!! Any help appreciated!
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