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Publisher

Dmitry Andreev

Please Note

This entry is from Friday September 11, 2026. The price of the asset may have changed since then.
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Overview

Mushrooms Generator builds mushroom meshes from curves you draw yourself. Sketch the

silhouette of the cap, the underside and the stem in the editor window, and the mesh

rebuilds in the scene while you drag the points. When the shape reads right, export it

as a mesh asset with a prefab, or as an FBX.



Every part is drawn as two curves, a left one and a right one, so the halves do not

have to match. The cap and its underside are surfaces of revolution sharing a welded

rim ring. The stem is built from its own silhouette, which is what makes leaning and

bent stems possible: the rings sit perpendicular to the centerline and the cap rotates

to follow the top ring. Undersides are radial gill blades or plain pores.



Curves carry proportions. Real dimensions live in the settings, in meters, so a single

preset drives a button mushroom and a two meter fantasy one without redrawing anything.



UVs are laid out for scanned photo textures. Cap and underside share a top down disc

projection that keeps a scan readable on both faces. The stem gets a cylindrical unwrap

with its end discs tucked into the corner of the same texture. Gill blades reuse the

underside projection with a lateral offset, so a blade lands on the strip of texture

next to its own line on the disc. Three submesh layouts decide whether the mushroom

uses one shared atlas, a cap plus stem split, or a full texture per part.



LOD levels are generated on export, together with the LODGroup and its transition

heights. Segment counts are divided per level by dividers you set once.



The output is a plain Unity mesh with nothing attached to it. No runtime component, no

dependency on the tool, no custom importer. Exported prefabs and FBX files behave like

any other model in your project.


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