Dungeon Generator
High-Level Solver. Generates complex constraint-based dungeons at input positions. This is the core node for integrating structured layouts (using the Dungeon Designer) into procedural worlds.
Ports
| Port | Type | Direction | Description |
|---|---|---|---|
| Start Points | Point List | Input | The world positions where a dungeon should attempt to spawn. |
| Logical IDs | Int | Output | The logical tile data (floors, walls) for the generated dungeon. |
| Placements | Placements | Output | List of prefab instances (rooms, corridors) to be spawned. |
| Reserved Mask | Bool Mask | Output | A mask of all cells occupied by the dungeon. |
Details
The Dungeon Generator can operate in two primary modes:
- Flow Graph: Uses a hand-authored
DungeonFlowasset created in the Dungeon Designer. It attempts to satisfy the specific connectivity and room requirements of that graph. - Organic Growth: (Advanced) Grows a dungeon dynamically based on a set of rules and a target room count.
Solver Parameters
- Layout Attempts: How many times the solver will try to fit the dungeon at a given location before giving up.
- Max Search Steps: Limits the backtracking search for a single attempt.
- Enable Diagnostics: Logs detailed solver information to the Unity Console.
Point List
Int
Placements
Bool Mask