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Publisher

u3d

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Overview

Dissolve any mesh into a swarm of something else. A front sweeps across your object, its

surface peels off as real textured fragments, and each fragment turns into a creature that flies

away — bats, butterflies, birds, moths, flies, ash, embers, cards, petals, leaves, feathers or

cubes. One component, any mesh, any pipeline.


The swarm wears your object's colours. Every fragment samples the albedo at the exact spot it

was cut from, and the creature born there keeps it. A bat that peels off an orange panel is an

orange bat; a petal from a blue tile is a blue petal. That single detail is what makes the effect

read as *your object dissolving* rather than a particle system playing nearby.


Real mesh fragments, not a shader trick. The surface is cut into up to 5000 pieces of roughly

equal area, each keeping your original UVs, normals and tangents. At rest the fragment mesh *is*

your object — the swap when the effect starts is invisible. The pieces then fly as rigid bodies

with lift, push, spin, spread and gravity, casting and receiving shadows like any other geometry.


Nothing in your project changes. No shader is replaced, no material is touched, no render

feature is installed. The fragments are drawn with your object's own materials; the swarm and the

bursts are drawn with each pipeline's own standard shaders. There is no Shader Graph, no custom

lighting shader, no compute shader and no VFX Graph in the package — which is also why nothing can

be stripped out of your player build.


Six fronts. Bottom-up, top-down, sideways, a radial wave from any world point (click the

object and it dissolves from where you clicked), fully random, or two octaves of noise that make

blotches let go at once — the closest thing to burning without a texture. Jitter roughens the

edge; the front's crossing time is one dial.


Three conversions. *Swap* scales the piece away as the creature grows in. *Flash* adds a

camera-facing additive burst at the moment of the change. *Flip* turns the piece edge-on about its

own axis and the creature finishes the turn. Flat kinds squash the piece onto its own plane first,

so a chunk of mesh never simply shrinks into a petal.


Twelve kinds, each with its own laws. Bats cruise in a rising swirl and retarget every tenth

of a second, wings beating on two hinges. Cards spin about their normal, fall broadside-slow,

glide toward the lower edge, bounce once and settle flat. Ash rides hot air and cools from ember

to grey. Cubes bounce and settle onto the face nearest the ground. Petals breathe their cup in a

vortex. Butterflies arc, birds climb away, flies boil, embers streak and cool, leaves and feathers

rock down. Nothing is a re-skin: every kind is a separate set of birth, move, deform and tint laws.


Add your own kind without touching the core. A kind is two assets — a SwarmBehaviour you

subclass and a SwarmKind that carries the shape, the material and the flags. Or drop in your own

low-poly mesh as the silhouette and keep the laws. The whole kind system is open by design.


Size-independent presets. Every tuned constant is written in U = source radius / 70, so the

same recipe looks the same on a coffee cup and on a cathedral. Fragment size, creature size and

every speed scale with the object automatically.


Deterministic and Timeline-friendly. One seed always produces the same cut and the same

flight, so a recorded shot can be re-recorded frame for frame. SetProgress(0..1) scrubs the whole

run, Step(dt) advances it by hand, and FragmentConverted and Completed events hook up sounds,

decals and gameplay.


Reassemble and teleport. Point the swarm at another object and it flies across, lands on that

object's surface points and rebuilds it — the whole effect run backwards. The destination is

genuinely absent until the swarm arrives. One of the four sample scenes does exactly that.


Built for real frame budgets. The simulation is CPU-side and the whole effect is baked into

three ordinary meshes per frame. Cost is proportional to the pieces actually in flight — resting

and finished pieces cost nothing — rigid kinds skip the per-vertex deform entirely, and there is

no per-frame allocation after the first run.


In the box


• The Disintegrator component, the DissolveRecipe and SwarmKind assets, and the setup wizard

• 12 swarm kinds with 12 behaviour assets and 14 tuned recipes

• ClickToDissolve, TransformRelay and an orbit camera for the samples

• Four sample scenes: a lit studio, a night studio, a dressed courtyard with click-to-dissolve, and an object-to-object transform

• A manual, a changelog, third-party notices and package preflight checks


Requirements and notes


• Unity 6000.3.21f1 or newer; Built-in, URP 17.3 and HDRP 17.3

• Source meshes must have Read/Write enabled in their import settings

• Run Window > Disintegrator > Setup once per project, and again after switching pipeline

• The source is snapshotted when the effect starts; a mesh that keeps animating is not followed

• Creatures do not collide with each other or with scene geometry; landing kinds settle on one

  ground plane

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