I started working on a new project recently which required modelling some assets in Blender and making broken versions of the assets using the Cell Fracture add-on. Once the unbroken and broken versions of the models were done I imported them into Unity and programmed them to break based on their falling velocity. The gif above isn't very smooth, to be honest I had to do some editing to get the gif small enough for it to be uploaded here, but it still demonstrates the end result pretty well.
It took some time to work out some of the bugs, although it still needs a bit of polish, like adding some bounciness to the broken fragments to make the break more fun and satisfying, but I was able to figure out how to program it to work the way I wanted. During one of my earlier attempts I ran into a bug where the broken version of the model would become active at the position where the unbroken version started falling. This led me to setting the position of the broken version to be the same as the unbroken version. This allowed the broken version of the asset to become active at the position where the unbroken version had collided with the ground.
My plan is to use these, along with other models, to develop a minimum viable product for the new project. The scripts are designed to be flexible so they can be attached to any object that has a broken and unbroken version of the model which will make it easy to add more assets to the list of breakable objects. Other than the breakables and third-person player controller (which I already made for another project a while ago), I need to add a HUD with some text to keep track of the player's score as well as create a couple scripts to keep track of and add to the player's score. I'm also planning to add a time-based element. Although, I'm still debating between either giving the player a certain amount of time to complete the level, simply keeping track of how long it takes them, or some other time-based element that adds another level of challenge for the players who'd enjoy that.