Particles roots & vine system
资源介绍
Particles Roots & Vine System is a Unity particle-based surface-following system for creating organic crawling effects such as roots, vines, ivy growth, magical trails, spreading energy, insects, sparks, and other particles that move along walls, floors, rocks, and mesh surfaces. The system controls particle movement so particles can detect nearby colliders, stay close to the surface, and continue moving along it instead of flying freely. It is useful for procedural-looking growth effects, wall-crawling particles, fantasy magic, nature effects, horror environments, and sci-fi surface energy effects. The script supports corner following, forward blocker detection, surface offset control, layer filtering, and original particle speed preservation. You can still use standard Particle System modules such as Noise, Color over Lifetime, Size over Lifetime, Trails, and Texture Sheet Animation to customize the final look. Features: Particles move along nearby surfaces Works with Unity Particle System Supports walls, floors, rocks, columns, and mesh colliders Corner and surface normal following Anti-penetration blocker check Layer mask control for detected surfaces Adjustable surface offset and search distance Preserves original particle speed Can be combined with Particle System Noise Useful for roots, vines, ivy, magic, energy, sparks, and crawling effects Requirements: Objects that particles should follow must have colliders. For best results, set the Particle System Simulation Space to World. Works with any rendering pipeline! The house is for demonstration purposes only. It's not included in the asset. Required setup: Particle System should use World Simulation Space Objects that particles should follow must have Colliders Assign correct layers in Surface Layers Collision module is not required Script features: Per-particle surface detection SphereCast-based surface search Movement projected along surface normals Corner and edge following Forward blocker detection to prevent particles from moving inside other colliders Adjustable surface offset Layer mask filtering Original particle speed preservation Optional detach behavior when no surface is found Performance notes: The script performs physics checks per active particle, so performance depends on particle count, collider complexity, and search distance. For best performance avoid extremely high particle counts. Limitations: Requires colliders on target surfaces Very complex Mesh Colliders may be more expensive Not a mesh generation system Does not procedurally create 3D vine geometry, it controls Particle System movement along surfaces