Coming to the Asset StoreMatter logo

Reactive 2D simulation for Unity

Matter

GPU-driven 2D cellular matter simulation for reactive materials, destructible terrain, and living Unity worlds.

Coming to the Asset Store

Campaign illustration — not gameplay

The project

Built for the unexpected

Create worlds that flow, burn, freeze, collapse and rebuild. Matter runs its cellular simulation on the GPU, reconstructs terrain for URP rendering, and retains a deterministic multithreaded CPU fallback for compatible systems.

  • GPU-driven cellular simulation
  • Reactive materials
  • Destructible terrain reconstruction
  • URP rendering and CPU fallback

Inside Matter

Systems that create stories

Each layer is designed to create meaningful change rather than a fixed sequence.

Materials that react

Simulate chains, not decorations

Water moves, sand settles, fire spreads, steam rises and temperature changes the state of the world. Materials interact as systems instead of isolated effects.

Terrain in motion

Destroy and rebuild the silhouette

Cell state is reconstructed into renderable terrain so digging, collapse and erosion can change the playable space while preserving a coherent visual edge.

Performance choices

GPU first, with a deterministic fallback

Compute shaders provide the primary high-throughput path. A multithreaded Burst CPU fallback keeps the simulation available where the preferred compute route is not appropriate.

Cyan cellular liquid breaks through terrain toward fire, steam, and crystalline ice.Campaign illustration — not gameplay
A reservoir breach becomes a chain of physical material reactions.

Master Technologies

One studio. Different kinds of changing worlds.

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