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