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Packages/2D Destruction Pro/The Manual Slice Editor
AUTHOR YOUR FRAGMENTS
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The Manual Slice Editor

Load a sprite, navigate the canvas and follow the authoring-to-save workflow.

English guideSource: Unity 6000.3.13f1 · Optional Jobs / BurstWeb edition · 21 October 2026

Open and load a source#

Select a Sprite asset and choose Tools → 2D Destruction → Manual Slice Editor. You can also select a scene object with Destructible 2D and use Open Manual Slice Editor in its Inspector.

Assign a Source sprite, or load an existing Slice asset (ManualSliceData). The editor is an Edit Mode authoring tool for a saved fragment layout.

The supplied uncut source capture shows the canvas before adding operations.

Read the workspace#

AreaControls and purpose
Source fieldsSlice asset and Source sprite.
TOOLStraight Cut, Polygon Cut, Close polygon and Cancel polygon.
EDITUndo, Redo, Delete cut and Clear all.
PREVIEWGenerate / Regenerate rebuilds geometry; Fit restores canvas framing.
ASSETNew starts a blank configuration; Save stores ManualSliceData; Apply to selection assigns saved data to a selected scene SpriteRenderer.
CanvasDraw operations, edit polygon vertices and inspect generated geometry.
FRAGMENTSPreview choice, canvas selection, selected-part cuts, authored operation and fragment rows.
Fragment detailsName, delete/restore, Material profile and EXPORT controls.
Geometry limitsAuthoring fragment, vertex, cut, depth and minimum-size bounds.
  1. Load your source Sprite or existing slice asset.
  2. Draw straight or polygon cuts.
  3. Click Generate / Regenerate and inspect the fragment count and status.
  4. Name and edit fragments, then inspect their collider preview.
  5. Close or cancel any open polygon draft, then Save.
  6. Use Apply to selection or export images and a prefab for the next step.

Pan with middle-mouse drag or Alt-drag, zoom with the mouse wheel, and use Fit to restore the framing.

Keep preview and gameplay separate#

The preview offers Original, CutLines, Fragments and Colliders. Generation deterministically rebuilds from the source and authored operations. Review invalid-geometry messages before saving.

For gameplay input, configure a Runtime Slice Interactor instead of using this authoring window.

Adapted from the supplied guide · PDF pages 5–7.View source guide ↗
Keep creating.ERAGAN STUDIO.

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