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.