
This is another dive into simulating some natural behavior with Verlet integration. This one simulates plants and also interact with Unity’s Physics.
Bones are used to bend a skinned mesh.
No physics engine was used.
Each bone position is calculated based on a Verlet simulation with a bit of gravity and an elastic force toward the plant's original position.
Particles are kept together with a distance constraint simulation.
Pushing is just another distance constraint.
Here’s a video showing it:
https://www.youtube.com/watch?v=-FRD-U4_O3Q