A customizable Unity surface-following vine system that creates branching ivy effects across floors, walls, curved surfaces, and complex meshes.This package is designed for the Universal Render Pipeline (URP).The included materials and Shader Graph assets are configured for URP. Built-in Render Pipeline and HDRP are not officially supported and may require manual material/shader conversion.Tested with Unity 6000.3.12f1Surface Vine System is a customizable Unity VFX system for creating vines and organic crawling effects that automatically follow nearby surfaces.Crawlers can move across floors, walls, curved objects, connected meshes, and complex geometry while generating Trail Renderer based vines behind them.The package includes three ready-to-use visual presets:Blue IvyGreen IvyRed IvyYou can spawn vines with mouse input or use the included Surface Crawler Emitter for automatic runtime spawning.Movement speed, lifetime, branching, direction noise, dissolve duration, emission, pooling, surface detection, and visual prefabs can all be adjusted directly from the Inspector.The included prefab structure can also be customized with your own Trail Renderer materials, meshes, particles, flowers, leaves, or other visual effects.Suitable for:Ivy and rootsMagical growthCorruption effectsEnergy trailsOrganic surface effectsEnvironmental VFXA demo scene and quick-start PDF are included.List of VFXs includedBlue Ivy Surface VineGreen Ivy Surface VineRed Ivy Surface VineMain FeaturesSurface-following crawler movementSupports floors, walls, curved surfaces, and complex collider geometryCross-surface traversalProcedural branchingAdjustable direction noiseConfigurable speed and decelerationAdjustable crawler lifetimeGroup dissolve systemTrail Renderer based visualsCustomizable crawler visual prefabsRuntime Surface Crawler EmitterRate Over Time emissionBurst emissionLooping emittersMouse click spawningShift + Click mass spawningNearest Surface spawn modeObject poolingCustom dissolve shaderOptional mesh dissolve through the DissolveHere hierarchyInspector-based customizationNumber of VFXs: 3Custom shaders: 1 custom Shader Graph dissolve shaderRender Pipeline: URPTexture sizes: [BURAYA texture boyutlarını yazalım]I used OpenAI Codex as a coding assistant during development, mainly to help implement, refactor, and debug the Unity C# systems based on my own design and testing.I also used OpenAI’s image generation model to create some of the stylized leaf and flower texture concepts used in the included visual presets. I reviewed, selected, edited, and integrated the generated content manually into the final Unity assets.

