Destructible terrain in Unity
Simple destructible terrain in Unity based on bitmaps and Quadtree. Pretty efficent and works with Unity Colliders. If you want to use it, clone this repository and see example scene.
I use Ranges: [min;max] Then I make a list of ranges called Column. I fill those ranges using image (if color.alpha>threshold I fill it and use range to remember it effectively). Now I have a list of Columns that make a single Chunk. World is made of chunks and when any changes are made to the World - it changes the certain chunk.
There are many ways you can handle destruction now: if I have shape (list of Columns) I can manually remove each pixel (slower, but easier and less buggy), or use ranges of this shape.
Each Chunk has their sub-texture made from original Texture. I found out that changing a few smaller Textures is much, much faster than changing one big texture.
Whenever a change is made (destruction) each Chunk recalculates sub-textures based on their Columns and recreates BoxColliders2D using Quadtree to fit new terrain.
Increase number of chunks or reduce number of operations done on world per frame. I try my best to optimize it.
Make sure you add using DTerrain;
at the begining of you scripts.
It affects how tile is changed (alpha and color blend to dark and transparent). At this moment you should use full power (~10f) while destroying as lower power would cause outline not to fit with texture.
It should as code is universal and doesn't use version specific tweaks in Unity (only BoxColliders2D).
Yes.