View on Asset Store (opens in new tab)
Package details
- Latest version
- 1.0
- Last updated
- First released
- Unity version
- 6000.3.7 or later
- Package size
- 32.9 MB
- Files
- 106
- Favorites
- 4
- Views in the past week
- 15
Price tracking
- Last checked
- Tracked since
- Lowest recorded
- $24.49 on
Keywords
Mushrooms Generator
Draw mushroom caps, gills and stems as live bezier curves, rebuild in scene, and export ready meshes with prefabs, FBX, LODs and scan ready UVs. Bent stems, gills or pores, three atlas layouts.
Affiliate link · Purchases support this site
Price history
Last 6 months
USDAsset preview
1 / 6
Mushrooms Generator screenshot 1
About this asset
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.
From the publisher's Asset Store listing.
Technical details
- Live procedural mushrooms driven by editable bezier curves, rebuilt in the scene as you draw
- Separate left and right curves per part for asymmetric caps, undersides and stems
- Silhouette based stems that support leaning and strongly bent shapes, with the cap auto oriented to the top ring
- Radial gill blades or a plain pored underside, switchable per preset
- Real world sizing in meters, decoupled from the drawn proportions
- Three submesh and UV atlas layouts: Single, Cap And Stem, Cap Split And Stem
- Top down disc UVs for cap and underside, cylindrical UVs for the stem, aligned gill UVs for scanned textures
- One click LOD generation with a ready LODGroup and auto generated transition heights
- Export as a mesh asset with a prefab, or as an FBX file
- Full curve editor: tangent modes, point insert and delete, mirror and offset copy, framing, zoom and pan
- Persistent per material assignment and per project export settings
- Clean namespaced C# source with no third party dependencies, targeting URP out of the box and easily switched to HDRP or Built-in RP
Compatibility
| Unity version | Built-in | URP | HDRP | Custom |
|---|---|---|---|---|
| 6000.3.7f1 | Compatible | Compatible | Compatible | Compatible |
For HDRP or Built-in RP switch the shader on the included materials to the standard lit shader of that pipeline
As listed on the Asset Store.