30 animated plant and fungi monsters with 150 clips, 999 PNG frames, ready prefabs, an animation inspector and an autonomous greenhouse demo.Give an abandoned greenhouse a cast of root walkers, leaping mushrooms, thorn creatures and flying seeds.Cursed Garden 30 contains 30 visually distinct plant and fungi monsters. Each creature includes Idle, Move, Attack, Hurt and Death, with action-specific pose timing and an intended attack contact pose recorded in the catalog.The cast includes bulb and cabbage bipeds, articulated root crawlers, a coiled vine, mushroom hoppers, floating pods, petal-winged creatures, a walking bonsai and a rose-crowned boss. Horizontal mirroring provides the opposite facing view.Inspect the delivered animations in a dedicated gallery with creature/action selection, pause, frame stepping, playback speed, mirror, background and ground-movement controls. A separate greenhouse scene presents all 30 monsters roaming, encountering each other, reacting, falling and respawning without a player.Use the supplied SpriteRenderer/Animator prefabs, individual transparent PNGs, optional flattened sprite sheets and timing catalog in your own game. A concise English offline guide covers installation and use.The autonomous scene demonstrates the animations. It is not a complete combat, navigation or player-control system. The two greenhouse backgrounds are flattened images, not modular environment tiles. Artwork contains one side or three-quarter view per creature, not four/eight-direction sets.CONTENT30 monsters; 5 actions each: Idle, Move, Attack, Hurt, Death150 Animation Clips; 999 individual transparent PNG frames30 Animator Controllers; 30 SpriteRenderer/Animator prefabs2 scenes: individual animation inspection and autonomous greenhouse30 optional unsliced, flattened sprite sheets; 2 flattened backgroundsJSON catalog; concise English RTF/TXT offline guideSPRITES AND TIMING64 pixels per unit. Native art cells: 128-224 px wide, 128-160 px high.Each creature retains its own pivot across all actions. Exact canvas/pivot values are in the catalog.Point filtering; uncompressed; mipmaps disabled; binary character transparency.Sheet canvases have power-of-two dimensions. Cell sizes equal each creature's canvas; transparent right/bottom padding is not an animation frame.Variable pose durations; intended contact pose indices; non-looping Hurt/Attack/Death with held final poses.Sprite changes only: no root motion, hitboxes, colliders or damage events.One side/three-quarter view per creature, mirrored horizontally for left facing. No up/down or 4/8-direction art.DEMOS AND INTEGRATIONIndividual inspector: creature/action selection, play/pause, stepping, speed, mirror, background, zoom and ground travel.Autonomous scene: no player; roaming, encounters, reactions, defeat and respawn.Movement cadence is an example and may require tuning to your controller.Namespace: Knock.CursedGarden30. Keep one pack installation.Default material: Sprites/Default. No external Asset Store dependencies.Scripts compile against installed Unity 6000.3.26f1 assemblies. Clean import, Play Mode and render-pipeline compatibility are not yet verified; do not treat compilation as runtime validation.Not included: sounds, layered Aseprite files, runtime skeletal rigs, modular tiles, production gameplay systems.Unity character PNG axes are 128 or 256 pixels with transparent power-of-two padding on the right/bottom. Background content is 1280 x 720, padded to 2048 x 1024 in Unity. Original art pixels, scale and world alignment are preserved.OpenAI image generation was used for base creature artwork and scene backgrounds. Authorized code postprocessing separated and aligned frames, cleaned transparency, reduced palettes and assembled Unity assets. Selected root gaits and a rotating ring creature were corrected with separately articulated parts. Marketing media uses the delivered artwork and frame timings. The supplied videos are rendered previews, not Unity Editor recordings.


