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Package details
- Latest version
- 1.1
- Last updated
- First released
- Unity version
- 2022.3.62 or later
- Package size
- 55.0 MB
- Files
- 254
- Favorites
- 46
- Views in the past week
- 27
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- Lowest recorded
- $17.49 on
Keywords
Vine & Creeper System – Procedural Growth, Runtime API & Physics
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.
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Vine & Creeper System – Procedural Growth, Runtime API & Physics screenshot 1
About this asset
Grow Vines on Any Surface — In the Editor or at Runtime
Vine & 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 Features
Procedural Growth
- Two 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 randomness
- Reproducible results via seed — same seed always produces the same vine
Runtime Dynamics
- Spawn 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 storytelling
- Full state machine: Growing → Paused → Trimmed → Regrowing
- async/await support with cancellation token for non-blocking workflows
Droop Physics
- Three modes: Verlet (rope simulation), Catenary (analytic curve), Hybrid (blend of both)
- Configurable stiffness and iteration count
- Applied after growth completes for realistic sag and weight
GPU-Accelerated Rendering
- Dual render path: GPU compute shader on PC/Console, CPU fallback for Mobile/WebGL
- Auto-detected at runtime — no manual configuration required
- Billboard LOD2 for distant vines
LOD & Culling System
- 4-level LOD: Full mesh → Reduced mesh (~50% segments) → Billboard → Culled
- Distance-based and screen-size-based switching
- Grid-based spatial culling for large open-world scenes
Editor Tools
- Visual seed placement in Scene view
- Optimize button to reduce segments while preserving shape
- Unified Preset Manager tab: browse, filter, set default, save, and create presets
- One-click bake to prefab with collider, lightmap UV, and mesh optimization options
- Save/load vine state to JSON for procedural world persistence
Preset Library (10 included)
- Dense Forest Vines, Wall Climbing Ivy, Tropical Jungle Vines
- Ground Covering Creepers, Fast Growing Creepers, Sparse Decorative Vines
- Minimalist No Leaves, Low Poly, Atlased Leaves Example, Throne
- Each preset is a standalone .asset file — duplicate and customise
Performance Benchmarks
- PC (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 pooling
- CPU manager overhead: ≤ 1.5 ms/frame
What's Included
- 87 C# scripts across API, Algorithms, Core, Editor, Rendering, and Runtime modules
- 4 Built-in pipeline shaders (Trunk, Leaves, Leaves Full, Leaves Simple)
- 10 VinePreset .asset files
- 4 demo scenes (Procedural Baked, Procedural Runtime, No Animated, Runtime Test)
- Full documentation: User Manual, API Reference, Presets Guide
Documentation
All documentation is included in the package under Docs/:
- USER_MANUAL — Installation, editor workflow, all 40+ parameters explained
- API_REFERENCE — Full API reference with signatures and code examples
- PRESETS_GUIDE — Every preset described with use-case guidance
From the publisher's Asset Store listing.
Technical details
- Unity: 2021.3 LTS or newer (tested on 2021.3, 2022.3, Unity 6)
- Render Pipeline: Built-in ✅ — URP and HDRP variants coming in next version
- Platforms: PC, Console, Mobile (CPU fallback), WebGL (CPU fallback)
- Scripting Backend: Mono and IL2CPP
- Dependencies: None — no third-party packages required
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 2022.3.62f3 | Compatible | Compatible | Not listed |
Support Only Built-in RP and URP.
HDRP in progress.
As listed on the Asset Store.