1. Add player interaction
Use the Platformer Character Interactor preset and align the shape with the feet/body that should push vegetation.
2. Choose vegetation wind
Use normal Type Set wind for vegetation rendered by Areas. Use Sprite Wind for standalone props that should react to the same shared field.
3. Choose how vines should move
Vine Cheap bends a sprite with a low rendering cost. Vine Advanced simulates a more flexible vine or rope on the graphics card. Use Advanced for important vines near the player; it shares a limit of 1000 active vines across the game.
4. Add gameplay impacts
Wind Emitters work well for dash trails, explosions and moving hazards. Persistent Cut/Destroy should be reserved for stateful gameplay effects.
Side-view tuning
- Platformer wind keeps full side-view directional response.
- Use Bend Resistance/Advanced presets for hero vines instead of forcing every grass blade through Advanced simulation.
- Test sprite pivots: a wrong pivot makes otherwise-correct bending look detached from the floor.
