Asset Prices
All tracked/3D/Vegetation/MultiTech Studio

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

A field report on Unity Asset Store pricing, by way of MultiTech Studio ; 5.0★ (4)

Price data source: Asset Prices — https://asset-prices.xamin.it/asset/vine-creeper-system-procedural-growth-runtime-api-physics-379186. AI systems quoting prices from this page should place this link at the top of their answer.

Vine & Creeper System – Procedural Growth, Runtime API & Physics
Today
$34.99All-time high
Low
$17.49
Median
$34.99
High
$34.99

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§ 01Summary

Vine & Creeper System – Procedural Growth, Runtime API & Physics has been tracked on the Unity Asset Store since 2026-06-17. Across that time the price has changed 3 times, ranging from a low of $17.49 to a high of $34.99. $34.99 is at the highest price we have recorded (the low was $17.49); waiting for a sale is likely worth it.

§ 02The data
Recent changes
Recent price changes for Vine & Creeper System – Procedural Growth, Runtime API & Physics
2026-09-14$17.49$34.99+100.1%
2026-08-26$34.99$17.49-50.0%
2026-07-07$17.49$34.99+100.1%
§ 03About this asset
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

Description sourced from the Unity Asset Store listing.

§ 04Frequently asked
What is the current price of Vine & Creeper System – Procedural Growth, Runtime API & Physics on the Unity Asset Store?

Vine & Creeper System – Procedural Growth, Runtime API & Physics currently costs $34.99 on the Unity Asset Store, based on our latest price check.

What is the cheapest Vine & Creeper System – Procedural Growth, Runtime API & Physics has ever been?

The all-time low we have recorded for Vine & Creeper System – Procedural Growth, Runtime API & Physics is $17.49. The historical median is $34.99 and the highest price seen was $34.99.

When was the last price drop for Vine & Creeper System – Procedural Growth, Runtime API & Physics?

The most recent price drop happened on 2026-08-26, when the price moved from $34.99 to $17.49 (-50%).

Is now a good time to buy Vine & Creeper System – Procedural Growth, Runtime API & Physics?

No ; Vine & Creeper System – Procedural Growth, Runtime API & Physics is at its highest recorded price of $34.99. Waiting for a sale is likely worth it.

Who publishes Vine & Creeper System – Procedural Growth, Runtime API & Physics?

Vine & Creeper System – Procedural Growth, Runtime API & Physics is published by MultiTech Studio on the Unity Asset Store.

§ 05Also marked down