1. Add a Wind Manager

Create one Wind Manager for the scene. Start with moderate global strength and let vegetation Type Set profiles decide how strongly each plant responds.

2. Let the player push grass aside

Select the player, choose Add Component in Inspector, and add Vegetation Interactor 2D. Select the Top-down Character preset. Adjust its shape around the feet so plants bend where the character touches them.

3. Use continuous response for movement

Walking through grass should use the continuous Bend/Pulse response. Do not call Cut or Destroy every frame; those create persistent gameplay state.

4. Use one-shot state for attacks

Use Cut for trimmed vegetation, Destroy for suppressed vegetation, Grow/Regrow for recovery, and shape-aware actions when an attack uses a collider or authored polygon.

One-shot example

VegetationInteractionShapeSnapshot hit = VegetationInteractionShapeSnapshot.Circle(swordPoint, 1.1f);
VegetationAPI.Cut(hit, remainingHeight: 0.15f, falloff: 4f);

Wind layering

  • Global Wind = broad weather.
  • Wind Area = persistent local zones such as vents, magic fields or sheltered spaces.
  • Wind Emitter = short impacts, footsteps, attacks and projectiles.