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.For HDRP or Built-in RP switch the shader on the included materials to the standard lit shader of that pipelineMushrooms Generator builds mushroom meshes from curves you draw yourself. Sketch thesilhouette of the cap, the underside and the stem in the editor window, and the meshrebuilds in the scene while you drag the points. When the shape reads right, export itas 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 nothave to match. The cap and its underside are surfaces of revolution sharing a weldedrim ring. The stem is built from its own silhouette, which is what makes leaning andbent stems possible: the rings sit perpendicular to the centerline and the cap rotatesto 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 singlepreset 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 discprojection that keeps a scan readable on both faces. The stem gets a cylindrical unwrapwith its end discs tucked into the corner of the same texture. Gill blades reuse theunderside projection with a lateral offset, so a blade lands on the strip of texturenext to its own line on the disc. Three submesh layouts decide whether the mushroomuses 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 transitionheights. 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, nodependency on the tool, no custom importer. Exported prefabs and FBX files behave likeany other model in your project.Live procedural mushrooms driven by editable bezier curves, rebuilt in the scene as you drawSeparate left and right curves per part for asymmetric caps, undersides and stemsSilhouette based stems that support leaning and strongly bent shapes, with the cap auto oriented to the top ringRadial gill blades or a plain pored underside, switchable per presetReal world sizing in meters, decoupled from the drawn proportionsThree submesh and UV atlas layouts: Single, Cap And Stem, Cap Split And StemTop down disc UVs for cap and underside, cylindrical UVs for the stem, aligned gill UVs for scanned texturesOne click LOD generation with a ready LODGroup and auto generated transition heightsExport as a mesh asset with a prefab, or as an FBX fileFull curve editor: tangent modes, point insert and delete, mirror and offset copy, framing, zoom and panPersistent per material assignment and per project export settingsClean namespaced C# source with no third party dependencies, targeting URP out of the box and easily switched to HDRP or Built-in RP




