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Cobweb Weaver — Introduction

Cobweb Weaver is a Unity editor tool that places pre-made spider webs onto the geometry you already built. Drag over a wall and each web nails itself to the corners and beams that are actually there — so a web looks like it grew on the wall rather than like it was dropped in front of it.

It generates meshes and stops there

The package does not own the material and writes no shader properties — any material draws the silk. What it owns is the vertex data, and that data is Deepwave Wind Dynamics' fabric layout, so a placed web drops onto that package's Fabric material and moves correctly with no preparation step. Wind Dynamics is optional and nothing here depends on it.

What ships in the package​

Unity6000.3 or newer. No back-port to 2021, 2022 or earlier Unity 6
Dependenciescom.unity.mathematics; Universal RP 17.3 as a package dependency (the project itself may run on Built-in, Universal or HDRP)
Render pipelinesSample silk shader for Universal and Built-in (verified); HDRP one menu item away (ships but not run here)
SourceFull C# — 45 scripts, no DLLs: 11 runtime, 20 editor, 6 sample, 8 test
Tests59 EditMode tests — the sheet reader against the shipped art, the mesh warp and trim, placement into a real two-walled corner, the vertex packing, the FBX handedness flip and unit scale, the submesh split
Forms4, resolved automatically — sheet, corner, cluster, drape
Cost66 vertices a web; 97 webs merge to 2 renderers in one Awake
ExportFBX, welded into one mesh or a mesh per web, written by the package (Unity's FBX Exporter not required)

Highlights​

  • A brush that reads the room — each dab casts a fan of rays out of the surface under the cursor and measures the space: how enclosed it is, whether there is a second wall at a wide angle, which way the open air lies. From that it picks a form — sheet, corner, cluster or drape — and shows you which on the cursor before you click.

  • Anchors read from the artwork — a cobweb sheet holds nine webs. The tool measures where each one's silk runs off the edge of its cell out of the alpha channel, then casts a short ray at each anchor into your scene. Rays that hit a surface become pins; rays that miss hang free and carry the sag.

  • Three controls that matter — Reach (how far a web looks for a surface to nail itself to), Size (metres across the longest axis), and Webs in use (which of the nine to mix). Everything else has a defensible default.

  • 66 vertices a web — against about 12,000 for a strand generator. Quads whose corner of the texture is blank are never built. 97 placed webs ship as 2 renderers, merged automatically by style and by a 12 m cube so the level still culls room by room.

  • Meshes are generated, never stored — a patch keeps its cards; the mesh is built from them, marked HideFlags.DontSave, and never reaches the scene file. On the 50-web sample scene, serialised meshes were 77% of the file.

  • Pins editable in 3D — multi-select, drag anywhere in three dimensions, and the cloth rebuilds on every drag event rather than catching up on mouse-up. Anchors are editable on a zoomed canvas of the web itself.

  • Export the room to FBX — one mesh welded together, or a mesh per web in one file, with a four-component UV that survives the round trip. The placed webs are kept under the imported model so the room can still be re-exported after a style change.

  • What it deliberately is not — not a cloth simulator, it does not tear webs at runtime, it does not generate silk strand by strand, and there is no re-pin: once a placement has been touched by hand it is authored data, and authored data does not get regenerated.

Where to go next​

  • Tools overview — see Cobweb Weaver alongside Deepwave's other Unity packages
  • The package's own README.md (included with the install) covers the full workflow, every control, FBX export and the wind integration in detail.