It’s exactly what it seems, but here’s a list of the key features for the first version:
Key Features
Spreads into your levels adapting the shape to the colliders in the scene.
Presets system
Normal mapping and PBR materials supported.
Lightmapping UVs
Optimize mesh function
Customizable leaves mesh.
Activate or deactivate branchs/leaves independently.
Place by clicking in the Scene View.
Customizable growth trajectory.
Customizable branch shape.
Customizable leaves position, orientation and size.
Save mesh into project and creates a snapshot
Seed based randomness
The workflow would be like this:
Choose the preset you like (included or created by yourself)
Place the “seed” in your scene.
Hit “Start growth button” and look how it grows!
Make final adjustements for the final result.
Click “Snapshot” button for save the generated mesh and use it as a regular mesh renderer.
The project is almost ended (the first version at least), but I have no much time now so the release date could be at early March.
I have enjoyed a lot developing this tool, and I learned a lot… So I want to say thank you to the Unity’s developers community for all the information, pieces of code and support in general that there’s on the internet.
Thank you guys, you are awesome
I’d like to read your opinions, suggestions and feedback! So, please, feel free to leave a reply, I’ll appreciate that.
Is it possible to use this run-time, for procedural levels? Can a seed be set to get the same result every time if the level is the same? How fast is it when you do not animate growth?
-Right now only works in editor-time. However, I’m thinking about make a ultra fast version (less editable during the growth) for run-time, that could be used anyway you want.
-If you don’t touch any parameter for a seed, you will have the same result again and again. The randomness of the system is based on a seed.
-Right now the growth speed is framerate dependent (because is meant for editor-time), so it will be faster at the begining, and slow when you have lots of branches with lots of points to calculate geometry of. If I make the run-time version, It would be framerate independent of course.
I hope I have clarified your doubts. Thanks for your interest.
You can put the shader / material you desire for the leaves. It’s meant to be the fully compatible. You can use any vegetation shader with wind feature such as Advanced Vegetation Shader PBR or whatever you prefer.
Well, after 20 days of review, Unity’s staff have declined the asset, so I have to fix a thing and submit again. I hope they do not take so long to review the asset this time!