SpeedTree
    Show / Hide Table of Contents

    Ways to use a branch or twig mesh

    This page covers how you might use a branch or twig mesh with properly placed 3D anchors.

    To place 3D anchors, refer to Prepare a branch or twig mesh.

    Deform a mesh with a branch

    Meshes generated as the child of a branch are deformed by the branch. Gravity, roll, start angle, and all other branch shaping tools control the shape of the mesh. In the following image, the Placement branch (set to Spine only) uses gravity to pull down meshes attached to the trunk mesh.

    A tree in the Tree Window with long, drooping branches. The generation hierarchy has a Tree generator, a Mesh generator, a Placement branch, and a Mesh generator.

    Note

    The y-axis of the mesh asset will be mapped to branch. Orient the mesh asset in the Mesh Asset Bar so that the mesh points along the y-axis.

    Note

    Set the branch's skin type to Spine only to ensure the branch geometry isn't part of the model. In this way, the branch is simply used to shape the mesh.

    Add children to the mesh

    When you add a generator as a child of a Mesh generator, children spawn at the 3D anchor points or children will be randomly placed on the surface of the mesh (good for flooding the geometry but hard to control).

    If you're using 3D anchors, you can select which types of anchors each child uses by editing the Generation:Anchors property.

    Note

    Watch the polygon count. If you spawn a mesh off itself a few times, polygon counts can get high quickly.

    Copyright © 2023 Unity Technologies
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)
    "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
    Generated by DocFX.