FoliMesh

Bushes for PlayCanvas

PlayCanvas treats GLB as a container asset, so the path is short: drag a bush GLB into the Editor and you get a template with the full model hierarchy; in engine-only builds the same file arrives via app.assets.loadFromUrl(url, 'container') and asset.resource.instantiateRenderEntity(). Everything is game-ready on arrival, with LOD0–LOD3, a collision mesh and a pivot at the base.

The Editor has no LOD component, so a small distance check toggles the render components of the LOD0–LOD3 entities — useful when a Hedge fills the screen. Static Bamboo and Boxwood share a batch group to merge draw calls; long hedgerows are better with meshInstance.setInstancing(). Leaves use glTF MASK, giving alphaTest on the StandardMaterial with cull mode none, and the same values work for realistic and low-poly sets. Bush, Juniper, Wild Rose, Raspberry and Hazel each give a new shape per seed.

Models
8
Levels of detail
LOD0 – LOD3
Formats
GLB · FBX · OBJ

Using it in PlayCanvas

PlayCanvas treats GLB as a container asset. In the Editor, upload GLB (FBX is converted to GLB on import) to get a template with the model hierarchy; in engine-only code use app.assets.loadFromUrl(url, 'container') and asset.resource.instantiateRenderEntity().

  • LOD: there is no built-in LOD component, so a small script compares camera distance and toggles the render components of the LOD0–LOD3 entities.
  • Static trees can share a batch group to merge draw calls; for large forests use hardware instancing with meshInstance.setInstancing() and a vertex buffer of transforms.
  • Leaves: glTF MASK sets alphaTest on the StandardMaterial; use cull mode none for two-sided leaves.
  • Collision mesh: a collision component of type mesh plus a static rigidbody, with its render component disabled.

Packs

Other categories

Same in other styles

Same for other engines