Cobweb Weaver
A brush that places spider webs onto your geometry.
An editor tool that paints 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, picking its own shape — sheet, corner, cluster or drape — from the space under the cursor. 66 verts a web, meshes generated never serialised, pins editable in 3D, and the room exports to FBX. Every mesh carries Deepwave Wind Dynamics’ fabric vertex layout, so wind is a material assignment.
Features
A Brush That Reads the Room
Drag over any geometry in the scene view. Each dab casts a fan of rays out of the surface under the cursor, measures how enclosed the space is, and picks one of four forms on its own — sheet, corner, cluster or drape. The cursor shows the resolved form before you click.
Anchors Read From the Artwork
A cobweb sheet holds nine webs. The tool reads where each one’s silk runs off its cell out of the alpha channel, then raycasts each anchor into your scene. Rays that hit become pins; rays that miss hang free and carry the sag.
66 Vertices a Web
Against ~12,000 for a strand generator. 97 placed webs merge to 2 renderers in one Awake, by style and 12 m chunk. Meshes are generated at load and never written into the scene file — 77% off the sample scene.
Pins Editable in 3D, Then Export to FBX
Multi-select pins, drag them anywhere in three dimensions, and the cloth rebuilds as you drag. A finished room exports to one FBX — welded, or a mesh per web — with a four-component UV that survives the round trip. Unity’s FBX Exporter is not required.
The Silk Already Speaks Wind Dynamics
Every built mesh carries Deepwave Wind Dynamics’ fabric vertex layout, so assigning that package’s Fabric material is the whole setup for wind. Wind Dynamics is optional and nothing here depends on it. Sample silk shader for Built-in, Universal and HDRP.
One Button to Start
Tools ▸ Cobweb Weaver ▸ Set Everything Up finds the cobweb sheets in your project, fixes their import settings, measures every web on them and creates a style for each — plus a material to paint with when the sample silk shader is installed. Open Cobweb Studio, press Start Painting, drag over geometry. Shift erases.
Frequently asked
How is this different from Spiderweb Generator or Dynamic Spider Web?
Different job. Those generate a web — strands, or runtime cut/burn/tear. Cobweb Weaver places a hundred pre-made webs, 66 vertices each, attached to the room and merged to a couple of renderers, and the finished room exports to FBX. If you need webs the player destroys at runtime, use one of those. For dressing a level fast and shipping it static, use this. You can own both.
Will it slow my game down?
Nothing runs per frame. One Awake merges the webs under a root into a handful of renderers — by style and by a 12 m cube so the level still culls room by room — and then it is finished. A web is 66 vertices, and the meshes are generated at load rather than written into your scene file.
It says it does not touch materials — how do the webs look like silk?
The sample ships a silk shader for Built-in, Universal and HDRP. The package generates meshes and stops there, deliberately, so it can never overwrite a material you own. Any material will draw the silk. To make the webs move, assign Deepwave/WindDynamics/Fabric — the vertex layout already matches, with no preparation step — or use the sample wind driver.
What Unity version does it need?
Unity 6000.3 or newer. There is no back-port to 2021, 2022 or earlier Unity 6. Universal RP 17.3 is a package dependency even for a Built-in project, because it guarantees the core shader library the sample uses, but the project itself runs on Built-in, Universal or HDRP.
Can I use my own web textures?
Yes, and it is a first-class path. Any grid of webs works — white silk in RGB, the web in alpha. Create a Cobweb Style, assign the texture, set the grid and press Read Sheet.
Which render pipelines does it support?
The tool itself is pipeline-agnostic: it only builds meshes. The sample silk shader is verified on Universal and Built-in, where it ships as two SubShaders of one file. HDRP is one menu item away (Samples ▸ Render Pipeline ▸ Install HDRP Shader), because an HDRP include cannot live in a shared shader without breaking projects that do not use HDRP.
Do I need Deepwave Wind Dynamics or the FBX Exporter package?
No to both. Nothing in the package references Wind Dynamics; the mesh format simply matches its Fabric shader. FBX export is written by the package itself, so Unity’s FBX Exporter is neither used nor required. The only package dependencies are Unity Mathematics and Universal RP 17.3.