Growing Crops – Low Poly Plants Pack
Model category LOD0 LOD4 Crops, fully grown 1,038 – 19,272 153 – 1,142 Harvest props 236 - 7,254 ... Wooden stakes, trellises and a hops frame hold the tomatoes and climbers.
by Sunvale
Price History +
25 crops: 6 field crops, 9 vegetables, 5 fruiting crops and 5 climbers.
Continuous growth from seedling to harvest, with smooth blending between growth stages.
Separate ripeness control, from green to ripe produce.
Five shapes per crop for natural variety.
Five LOD levels per plant, switching automatically.
Plant Auto Grow component: grows a plant over a set time and fires an On Fully Grown event.
Growing Plant Baker: saves any plant state as static meshes and a prefab.
25 harvest props, plus a harvest crate, raised bed and plant marker.
Wooden supports: tomato stake, trellis and hops frame.
25 ready planted plots and 9 field pieces: grass, soil, raised rows and paths.
URP vertex wind shader with adjustable sway, leaf motion, head nod and flutter.
Four demo scenes: Demo, Planting Garden, Plant Review and Overview.
Full C# source. Optional native mesh generator for Windows x64 and WebGL, built in Rust for speed, with Rust source included. Other platforms use the C# version.
Tested in Unity 6000.0.84f1 with URP 17.0.4. URP required; Built-in and HDRP unsupported. The demos need no extra packages.
No farming simulation, saving, colliders, terrain tools or audio.
Triangles per model
Model category LOD0 LOD4
Crops, fully grown 1,038 – 19,272 153 – 1,142
Harvest props 236 - 7,254
Wooden props and supports 96–1,008
Field pieces 330–17,820
Crops are lighter while they grow. Harvest props, supports and grass have three LOD levels.
Preview the garden in the WebGL demo: DEMO HERE
25 crops: barley, wheat, oats, corn, sunflower, flax, potato, carrot, beetroot, turnip, onion, garlic, cabbage, lettuce, broccoli, tomato, bell pepper, eggplant, pumpkin, watermelon, cucumber, peas, climbing beans, grapevine and hops. Each crop has five shapes and a matching harvest prop. Wooden stakes, trellises and a hops frame hold the tomatoes and climbers.
Every plant grows smoothly from seedling to harvest. Set Growth from your own code, or add the Plant Auto Grow component and give it the number of seconds to grow. Ripeness is a separate control that takes produce from green to ripe. Plants with the same settings share one mesh, so a field of hundreds of plants stays light.
Under the hood, meshes are generated in code when a plant’s settings change, then cached and shared by every plant that needs them, with buffers reused to avoid garbage. Generation runs in an optional native library built in Rust on Windows and WebGL, and in C# elsewhere, on worker threads where the platform allows. The WebGL demo runs the Rust generator on a single thread; desktop builds can add worker threads on top.
The included URP shader adds vertex wind to whole plants, leaves and heads, also in shadows, with no mesh rebuilds. Color, shine, backlight and wind strength live on the material, so one material change restyles every crop.