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.
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
| Unity | 6000.3 or newer. No back-port to 2021, 2022 or earlier Unity 6 |
| Dependencies | com.unity.mathematics; Universal RP 17.3 as a package dependency (the project itself may run on Built-in, Universal or HDRP) |
| Render pipelines | Sample silk shader for Universal and Built-in (verified); HDRP one menu item away (ships but not run here) |
| Source | Full C# — 45 scripts, no DLLs: 11 runtime, 20 editor, 6 sample, 8 test |
| Tests | 59 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 |
| Forms | 4, resolved automatically — sheet, corner, cluster, drape |
| Cost | 66 vertices a web; 97 webs merge to 2 renderers in one Awake |
| Export | FBX, welded into one mesh or a mesh per web, written by the package (Unity's FBX Exporter not required) |
Highlights
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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.
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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.
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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.
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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.
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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.
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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.
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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.