Surface-following particle system for creating crawling roots, vines, ivy growth, and organic wall effects.Particles Roots & Vine System is a Unity particle-based surface-following system for creating organic crawling effects such as roots, vines, ivy growth, magical trails, spreading energy, insects, sparks, and other particles that move along walls, floors, rocks, and mesh surfaces.The system controls particle movement so particles can detect nearby colliders, stay close to the surface, and continue moving along it instead of flying freely. It is useful for procedural-looking growth effects, wall-crawling particles, fantasy magic, nature effects, horror environments, and sci-fi surface energy effects.The script supports corner following, forward blocker detection, surface offset control, layer filtering, and original particle speed preservation. You can still use standard Particle System modules such as Noise, Color over Lifetime, Size over Lifetime, Trails, and Texture Sheet Animation to customize the final look.Features:Particles move along nearby surfacesWorks with Unity Particle SystemSupports walls, floors, rocks, columns, and mesh collidersCorner and surface normal followingAnti-penetration blocker checkLayer mask control for detected surfacesAdjustable surface offset and search distancePreserves original particle speedCan be combined with Particle System NoiseUseful for roots, vines, ivy, magic, energy, sparks, and crawling effectsRequirements:Objects that particles should follow must have colliders. For best results, set the Particle System Simulation Space to World.Works with any rendering pipeline!The house is for demonstration purposes only. It's not included in the asset.Contact me if you have any problems or questions. Contact methods on the profile page.Required setup:Particle System should use World Simulation SpaceObjects that particles should follow must have CollidersAssign correct layers in Surface LayersCollision module is not requiredScript features:Per-particle surface detectionSphereCast-based surface searchMovement projected along surface normalsCorner and edge followingForward blocker detection to prevent particles from moving inside other collidersAdjustable surface offsetLayer mask filteringOriginal particle speed preservationOptional detach behavior when no surface is foundPerformance notes:The script performs physics checks per active particle, so performance depends on particle count, collider complexity, and search distance. For best performance avoid extremely high particle counts.Limitations:Requires colliders on target surfacesVery complex Mesh Colliders may be more expensiveNot a mesh generation systemDoes not procedurally create 3D vine geometry, it controls Particle System movement along surfaces





