Output
The Final Stage. Every graph must have exactly one Output node. It collects the final logical IDs, biomes, and prefab placements to render the actual Unity scene.
Ports
| Port | Type | Description |
|---|---|---|
| Output | Int | Required. The final map of Logical IDs that determine which tiles are placed. |
| Biome | Biome | Optional. The final biome map used for variant resolution. |
| Prefab Placements | Placements | Optional. The list of all spawned prefabs (decorations, props, NPCs). |
Details
The Output node doesn't perform any generation logic itself. It acts as the "sink" for the graph's data. When you click Generate in the Dungeon Designer, the tool follows the connections backward from this node to determine which jobs to schedule.
Connection Rules
- Only the Output port is strictly required for basic tile generation.
- If Biome is not connected, the generator assumes a default biome ID of 0 for all tiles.
- Prefab Placements can accept multiple connections (Multi-Port), allowing you to merge different placement nodes (e.g., one for foliage, one for loot) into the final result.
Potential Use Cases
- Basic Level: Connect a Noise node (clamped and remapped to logical IDs) directly to the Output port.
- Biomed Level: Connect your final merged ID map to Output and your merged weight map to Biome.
- Full Scene: Connect IDs, Biomes, and a Placement Set node to populate the entire environment in one click.
Int
Placements