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Procedural Plant Tool · Unity Editor

PlantSketch

Design procedural plants and organic structures in Unity — without writing any code. Draw a graph of nodes and edges, and PlantSketch builds the 3D geometry instantly, regenerating the moment you change anything.

Overview

Draw a plant. Watch it grow.

PlantSketch is built for artists and designers who prefer working visually. You describe a plant's growth pattern as a small diagram of dots and arrows; every parameter tweak or node move regenerates the geometry immediately in the viewport. No scripting knowledge required to create complex plants, vines, flowers and similar objects.

In the editor

Screenshots

The graph canvas, the live 3D viewport and the Inspector — straight from the PlantSketch user guide.

Features

Features

01

Graph-based design

Plants are described as a graph of nodes and directed edges. The canvas gives you a clear visual overview of the structure at all times.

02

Immediate feedback

The 3D result updates in the editor the moment you change a parameter or move a node — no manual refresh.

03

Radial copies

Multiply any branch symmetrically around its parent axis with a single value: leaf rings, whorls and flower petals without drawing each one.

04

Gravity & drift

Built-in deformers bend branches downward or push them outward as they grow, for organic curvature with no extra work.

05

Procedural variation

Every parameter supports a Min/Max range. Combined with a seed, you get natural variety that stays fully reproducible.

06

Geometry strategies

Reusable strategy assets define each segment: flat quads for leaves, surfaces of revolution for pods, shape extrusion for stems, or prefab placement.

07

Shape Editor

A dedicated bezier editor for drawing the cross-section shapes used by the extrusion strategy — without leaving Unity.

08

Mesh merging & LOD

Merge consecutive edges into one continuous mesh to kill seams and cut draw calls, with LOD meshes at distance.

09

Baking

Bake finished plants to static meshes and use them in a scene with no runtime dependency on PlantSketch.

Quickstart

From zero to a plant in five steps

The shortest path to a visible result. The full User Guide covers geometry strategies, deformers and variation in depth.

01

Add the Generator

Create an empty GameObject, name it “Plant”, add the PlantSketchGenerator component and drag a fallback prefab (e.g. DefaultCylinder) into the Fallback Prefab slot. Leave Auto Generate on.

02

Create a Plant Sketch Asset

In the Project window: Create → PlantSketch → Plant Sketch Asset. Drag it into the Asset field of the Generator.

03

Draw two nodes

Open Tools → PlantSketch Editor. Double-click to add a root node, double-click again above it for a tip node, then Shift-click both to connect them with an edge.

04

Watch it appear

With Auto Generate on, the plant builds instantly — switch to the Scene view and your fallback prefab is placed along the edge.

05

Tweak a parameter

Select the edge and adjust Structure, Length, Thickness or Radial. Raise Radial Count for a ring of branches, or Gravity Factor to make them droop — every change regenerates live.

Tutorial

Watch the full walkthrough

Build procedural plants in Unity — get PlantSketch on the Asset Store

Unity Asset Store

Download the full PlantSketch User Guide (PDF)