URP runtime for destructible tropical plants. Chop trunks, tear fronds, wake on proximity. Drop into any scene.Interactive Vegetation is a Unity 6 URP drop-in for game-ready, destructible tropical plants... not static props!Trunks chop into PhysX slices that settle on your ground. Fronds sever, flutter, and pile. Plants stay cheap while dormant and only wake when the player gets close or you shoot them.Built for action, FPS, and adventure projects that already have a character controller and weapons. Keep your camera and locomotion; wire two small hooks plus Vegetation.Shoot from your guns. A sample walker and weapons are included for the demo only.What’s included• Four interactive hero plants: Palm, Banana, Sago, Tropical (FBX, materials, Plant Specs, ready prefabs)• Runtime sim: trunk welds/slices, frond ropes, wake volumes, settle/budget controls• Vegetation API: BindCharacter, SetCharacter, Shoot, Regrow / RegrowAll• Interaction Manager: wind presets and sim-budget sliders• URP leaf/wind shaders and thickness maps• Trees_Demo: a moderate-tris (~1 - 1.5M), game-shaped outdoor scene with 99 simulated plants so you can feel cost in a real level, not an empty graybox• Sample hitscan, projectile, flak, grapple, and boomerang (optional)• In-package HTML documentation (setup, API, TreePhysx, PhysX tuning, performance notes)Customizable• Per-species Plant Spec assets (heights, mass, drape, wake capsules, settle thresholds)• Your own meshes can follow the same hierarchy prefix + PlantIdentity pattern• Wind and active-plant budgets on Interaction Manager without rewriting specsGenre fit• FPS / third-person action, tropical / island / jungle levels, destruction sandbox demos• Not a foliage painter or terrain grass system, interactive hero plants you place and shoot• Destructible trunks: multi-slice PhysX welds, chop, fall, settle• Destructible foliage: frond sever, rope sim, debris bursts• Dormant → awake wake volumes (proximity + combat)• Small Vegetation API for existing player/weapons (no forced sample controller)• Interaction Manager: wind + sim budget• Plant Spec ScriptableObjects per species• URP Palm/Leaf and Palm/Wind shaders• Dedicated TreePhysx layer workflow• Demo scene Trees_Demo with 99 interactive plants• Sample weapons: hitscan, projectile, flak, grapple, boomerangAI-assisted tooling was used during development of Interactive Vegetation. Iteration on runtime systems, demo polish, documentation, and packaging workflows alongside conventional Unity engineering and art pipeline work.Most of the hard, expensive problem space is already solved in the package: the plant hierarchy conventions, PhysX/TreePhysx setup, wake/settle budget model, chop/sever solvers, URP leaf/wind materials, hero prefabs, demo scene, and the small Vegetation API your project actually calls. That foundation is what usually burns the most time (and AI/API credits) when teams try to invent destructible foliage from a blank scene.For buyers who use AI coding agents or ML-assisted workflows in their own projects, that means you are not paying to rediscover the sim architecture. Your sessions can stay short and cheap: wire BindCharacter / SetCharacter / Shoot into your controller, tune Plant Specs, or ask an agent to extend weapons and VFX on top of a working API. You spend credits on your game’s features, not on re-deriving trunk slices, frond ropes, and dormancy from scratch.In short: the heavy lift is done so your AI-assisted follow-up work can be efficient, lower-cost, and focused on customization rather than rebuilding the core.


