MITcommercial OKCredit: Not requiredverified 48d agoGo to source
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".
[](https://tmhsdigital.github.io/Free-Game-Dev-Assets/entry/voronoishatter/)
HTML:
<a href="https://tmhsdigital.github.io/Free-Game-Dev-Assets/entry/voronoishatter/"><img src="https://tmhsdigital.github.io/Free-Game-Dev-Assets/badge/voronoishatter.svg" alt="Licence read by Free Game Dev Assets" /></a>
Follow licence changes (an Atom feed of changes to this licence, its commercial use, credit or status)
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