PlantSketch OFFICIAL SALE

Discord for Support: discord.gg/s6kECDkThw


Plant Sketch is an editor tool for creating procedural plants and organic 3D structures without writing any code. You design a plant by drawing a small graph — dots connected by arrows — and the tool builds the full 3D geometry in your scene. Move a point, change a slider, and the result updates immediately in the viewport.

The tool is built for artists and designers. Every feature is exposed through Unity's Inspector and two custom editor windows; no scripting knowledge is needed to create complex plants, vines, flowers, cacti, tendrils, or similar objects.


How it works


A plant is described as a directed graph. Nodes are anchor points; edges are branches. The angle and length of each edge in the canvas directly determine the growth direction and reach of the corresponding branch in 3D. A compact graph of four or five nodes is enough to produce a fully detailed plant.

Radial Count on any edge multiplies that branch symmetrically around the parent's growth axis — a single petal definition becomes a ring of five, eight, or twelve petals without drawing each one separately. Edge Shift staggers the origin points of child branches along the parent stem, creating alternating leaves or spiralling arrangements from a single graph entry.

Deformers — gravity, drift, noise, segment noise, twirl, and upright correction — shape each branch as it grows, giving curvature and organic irregularity without manual editing. Every parameter has a Min/Max range so the same graph produces natural variety across a group of plants while a numeric seed keeps results fully reproducible.


Geometry strategies


Four strategy types define the 3D shape of each segment:

  • Quad — flat two-sided mesh for leaves, petals, and thin organic shapes. Configurable width profile, roll, fold, and twist per strategy asset, with multiple profiles blended through Variation T.
  • Revolution — surface of revolution for berries, seed pods, rounded stem joints, and similar compact shapes. Profile curve defines the outline; close caps can be enabled or disabled.
  • Shape Extrusion — extrudes a custom 2D cross-section along the branch path. Multiple consecutive edges sharing a Geometry Group Id merge into a single seamless tube — ideal for smooth, continuous stems with natural bends.
  • Prefab Variant — spawns any hand-crafted prefab at each segment. A pool of variants lets one edge distribute a mix of different models, chosen randomly per segment.

Strategy assets are reusable and shareable across plants.


Shape Editor


A dedicated bezier editor inside Unity lets you draw the cross-section profiles used by the Shape Extrusion strategy. Points support Auto, Linear, and Free tangent modes. No external tools needed.


Additional features

  • LOD support — strategies produce reduced-resolution meshes at distance, with configurable screen-height thresholds per level.
  • Mesh merging — edges can be merged into a single mesh per group, reducing draw calls and eliminating seams between consecutive extruded segments.
  • Baking — finished plants bake to static meshes and prefabs with one click. Baked results have zero runtime dependency on Plant Sketch.
  • Auto Generate — when enabled, the plant regenerates automatically whenever you modify its asset in the editor, with no manual refresh needed.
  • Graph export — the Inspector can print a readable text tree of the graph structure for documentation or debugging.
  • Four example plants included to demonstrate a range of techniques.