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Packages/2D Destruction Pro/Physics, pooling & Jobs
CUT DURING GAMEPLAY
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Physics, pooling & Jobs

Choose contact-based or ballistic motion, configure the pool and understand Jobs fallback.

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

Choose a motion backend#

ModeMovement and collision scope
Rigidbody2DUses Unity's collision and contact response.
LightweightManaged C# ballistic movement without fragment collision resolution.
HighPerformanceRequests the optional Jobs backend; falls back to Managed C# when the backend is unavailable or unregistered.

Managed and Jobs movement is ballistic. A Polygon collider selection does not give these movement backends the full contact response of Rigidbody2D.

Configure the Material Profile#

The supplied profile capture uses Lightweight. Its values illustrate the UI and are not a recommended performance preset.

The profile groups mass and physics mode, Burst/motion settings, lifetime, fade and scale-down, plus optional Physics Material 2D, break sound and volume. Choose lifetime and motion values alongside the expected number of simultaneous pieces.

Use Burst is relevant only when the Jobs integration and compatible Burst dependencies are available.

Configure the fragment pool#

FragmentPool prewarms reusable objects, optionally grows with Auto Expand, and stops at Maximum Size.

The supplied capture shows a prewarm count of 8 and a capacity of 64. Choose capacity for your own expected simultaneous fragments.

FieldPurpose
Pool SizePrewarm count.
Maximum SizeHard cap for available plus leased entries.
Auto ExpandAllows growth up to that cap.

Pool capacity differs from active-fragment caps and cut counters. The guide specifies that a pool-exhaustion rejection should happen before changing the source. Read the result's failure/reason when a request is refused.

Jobs and Burst scope#

The optional integration requires compatible Burst 1.8+, Collections 2.x and Mathematics packages plus the optional backend registration. Without it, the Managed fallback remains available.

Jobs/Burst applies to fragment movement data. Runtime polygon splitting, mesh generation, collider construction and Unity object/pool updates remain in the shared managed/main-thread pipeline.

Editor tests do not establish guaranteed FPS, zero allocation or mobile performance. Profile representative gameplay and the selected backend on your intended hardware.

Adapted from the supplied guide · PDF pages 22–24.View source guide ↗
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