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Vine & Creeper System – Procedural Growth, Runtime API & Physics preview
Unity

Vine & Creeper System – Procedural Growth, Runtime API & Physics

By MultiTech Studio

$34.99

Rated 5.0/5 from 3 ratings on Unity.

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $17.48. The latest store price is $34.99.

Recorded prices for Vine & Creeper System – Procedural Growth, Runtime API & Physics 5 price observations from Jun 17, 2026 to Nov 3, 2026. Lowest recorded price $17.48. Exact dates and prices are listed below. $0.00 $17.50 $34.99 Jun 17, 2026: $17.48. Unity New Release Discount 2026-06-17 2026-07-01 Jun 17, 2026: $17.48. Unity New Release Discount 2026-06-17 2026-07-01 Jun 19, 2026: $34.99. Unity First Price 2026-06-19 2026-06-26 Aug 26, 2026: $17.48. Autumn Sale Nov 3, 2026: $34.99. Latest store price Jun 17, 2026 Nov 3, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 5 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$34.99Latest store price
$17.48Autumn Sale
$34.99Unity First Price 2026-06-19 2026-06-26
$17.48Unity New Release Discount 2026-06-17 2026-07-01
$17.48Unity New Release Discount 2026-06-17 2026-07-01

Sale and bundle history

The 4 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Vine & Creeper System – Procedural Growth, Runtime API & Physics

  • Tools, Systems & Learning > Game Templates & Systems
  • Tools, Systems & Learning > Development Tools & Automation
  • Theme > Nature & Countryside
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

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