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.


by MultiTech Studio


Price History +

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