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voronoishatter.md

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id voronoishatter
name VoronoiShatter
url https://github.com/robertvaradan/voronoishatter
category tools
subcategories
godot
destruction
license MIT
license_spdx MIT
commercial true
attribution_required false
formats
godot-addon
tags
godot
godot-4
destruction
fracture
voronoi
debris
rigidbody
added 2026-09-23
verified 2026-09-23
status active

VoronoiShatter

Godot add-on that breaks a mesh into Voronoi fragments inside the editor, then builds rigid bodies and collision shapes for the pieces. This is the catalog's answer to "where do my pre-broken debris meshes come from" without leaving Godot: add the node, put a MeshInstance3D under it, press "Generate Fracture Meshes", then "Create Rigid Bodies".

Notes

  • Shatter in the editor, not at runtime. The README says running it "just in time" in a game is possible but costly, and recommends pre-fragmenting. Bake the pieces, then swap them in when the object breaks
  • The core is GDScript (the plugin script is voronoishatterplugin.gd); the three C# files are optional adapter classes for C# projects. A GDScript-only project does not need the .NET build
  • Pre-1.0: v0.3, released 2026-06-01, and the README still says it "applies to v0.2"
  • The README states no Godot version. The addon ships .uid sidecar files, which Godot introduced in 4.4, so plan on 4.4 or newer; this is an inference from the files, not a stated requirement
  • MIT covers the addon. The fragments it generates from your meshes are yours
  • For the Blender route instead, fracture with blender-cell-fracture and swap pieces at runtime with godot-destruction-plugin

Evidence

  • Live GitHub LICENSE.md (2026-09-23): "MIT License", "Copyright (c) 2025 Robert Varadan"
  • Live addons/voronoishatter/plugin.cfg (2026-09-23): version="0.3", script="voronoishatterplugin.gd"

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