I’m not for hire but ideas are free.
There are some example on the forum of fracture by just creating premade pieces and destroying the original object. Also there should be an example somewhere of object slicing. Maybe in a fruit ninja question.
The meat of it is being able to clip a polygon by a line, polyline or another polygon. That basically amounts to keeping a list of points of the polygons and calculating intersections of line segments and testing if a point is inside a polygon or on either side of a line. You’d want all the polygons to be convex
To draw the polygons you could use a drawing canvas or use a distort mesh. The distort mesh is better in that it has collisions and is textured.
After that it’s just a matter of defining how you want it to fracture. Start with just drawing the fracture pattern you’re after. Then you could just use the polygons from that to do the clipping or you could try to procedurally try to generate similar patterns.
For a super realistic fracture you could define the density of the object as a varying noise texture then doing some kind of pathfinding through that to make the crack. But that’s probably slow and excessive.
Thank you for sharing these insight! I will save them for later use with a dev.