Vine & Creeper System – Procedural Growth, Runtime API & Physics
MultiTech Studio
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Procedural vine & creeper system with runtime growth, trim/regrow API, Varlet droop physics, GPU rendering, 4-level LOD, baking, and 10 ready-to-use pre-sets.Support Only Built-in RP.HDRP and URP in progress.Grow Vines on Any Surface — In the Editor or at RuntimeVine & Creeper System is a production-ready procedural vegetation tool. Place a seed on any surface, click Start Growth, and watch organic vines crawl across walls, arches, floors, ceilings, and overhangs — all in real time.Need runtime interactivity? Spawn, trim, and regrow vines from code in a single line. Need performance? GPU compute acceleration, 4-level automatic LOD, and spatial culling keep frame times low even with dozens of vines in a scene.Key FeaturesProcedural GrowthTwo growth algorithms: Surface Crawler (sine-wave wiggle, raycasting adhesion, corner wrapping) and Radial Spread (multi-branch fan ideal for ground cover)Configurable step size, branch probability, gravity, stiffness, and organic randomnessReproducible results via seed — same seed always produces the same vineRuntime DynamicsSpawn vines at runtime with a single API call: VineSystem.Instance.CreateAndGrow(...)Trim vines to length and regrow them from any state — ideal for gameplay mechanics like cutting vines or environmental storytellingFull state machine: Growing → Paused → Trimmed → Regrowingasync/await support with cancellation token for non-blocking workflowsDroop PhysicsThree modes: Verlet (rope simulation), Catenary (analytic curve), Hybrid (blend of both)Configurable stiffness and iteration countApplied after growth completes for realistic sag and weightGPU-Accelerated RenderingDual render path: GPU compute shader on PC/Console, CPU fallback for Mobile/WebGLAuto-detected at runtime — no manual configuration requiredBillboard LOD2 for distant vinesLOD & Culling System4-level LOD: Full mesh → Reduced mesh (~50% segments) → Billboard → CulledDistance-based and screen-size-based switchingGrid-based spatial culling for large open-world scenesEditor ToolsVisual seed placement in Scene viewOptimize button to reduce segments while preserving shapeUnified Preset Manager tab: browse, filter, set default, save, and create presetsOne-click bake to prefab with collider, lightmap UV, and mesh optimization optionsSave/load vine state to JSON for procedural world persistencePreset Library (10 included)Dense Forest Vines, Wall Climbing Ivy, Tropical Jungle VinesGround Covering Creepers, Fast Growing Creepers, Sparse Decorative VinesMinimalist No Leaves, Low Poly, Atlased Leaves Example, ThroneEach preset is a standalone .asset file — duplicate and customisePerformance BenchmarksPC (mid-range): 5,000 segments @ ~4.15 ms/frame (240 FPS)Mobile: 1,000 segments @ ~2.34 ms/frame (428 FPS)97%+ GC allocation reduction via dirty-flag mesh system and object poolingCPU manager overhead: ≤ 1.5 ms/frameWhat's Included87 C# scripts across API, Algorithms, Core, Editor, Rendering, and Runtime modules4 Built-in pipeline shaders (Trunk, Leaves, Leaves Full, Leaves Simple)10 VinePreset .asset files4 demo scenes (Procedural Baked, Procedural Runtime, No Animated, Runtime Test)Full documentation: User Manual, API Reference, Presets GuideDocumentationAll documentation is included in the package under Docs/:USER_MANUAL — Installation, editor workflow, all 40+ parameters explainedAPI_REFERENCE — Full API reference with signatures and code examplesPRESETS_GUIDE — Every preset described with use-case guidanceUnity: 2021.3 LTS or newer (tested on 2021.3, 2022.3, Unity 6)Render Pipeline: Built-in ✅ — URP and HDRP variants coming in next versionPlatforms: PC, Console, Mobile (CPU fallback), WebGL (CPU fallback)Scripting Backend: Mono and IL2CPPDependencies: None — no third-party packages required




