Maze Creator

This week, I release Maze Creator 1.0. I know there are already maze generators on the market, but this one actually allows an entire tileset. You can define prefabs for corner pieces, bends, straight walls, etc., allowing MazeCreator to support more advanced artwork.

One thing not demonstrated in the demo is that you it can scatter objects throughout your maze, such as enemies and obstacles.

The maze can be generated either in the editor or at runtime by calling a Generate() function. It executes very quickly. You can test it out here: http://ty.gdcore.com/maze-creator/.

You can purchase it here: http://u3d.as/content/gdcore/maze-creator

Please reply with any questions or feedback.

Version 1.1 is now for sale. Now, you have the option of generating a maze according to depth-first search or Prim’s algorithm. The former produces long, winding paths, and the latter produces short, branching paths full of dead ends.

Another change included is better handling of scaling. Now, you can specify a distance between your tiles, leave the maze scaled at 1x1x1, and modify things such as wall height on your tiles more easily.

The demo has been updated, and demonstrates the option of Prim’s algorithm: http://ty.gdcore.com/maze-creator/
Updated screenshots on the Asset Store: http://u3d.as/content/gdcore/maze-creator

Version 1.2 now available. The update is mostly optimizations. It is now 100% static-typed to work on mobile.

One thing I forgot to mention from the last update is that the option was added to generate it in a subroutine. It generates the maze more slowly, but it solves lag problems.

Interesting, will check out

Version 1.3 released. Now you have easier access to maze data from scripting. You can now generate maze data without actually building the maze. Also, you can input maze data to build from a prefabrication. Generating the maze normally still functions the same, but now it easier to integrate with other scripts.

Version 2.0 released. Now you can create maze templates. Carve out a certain path you would like your maze to take, and Maze Creator fills in the rest with branching paths and dead ends.

Version 2.1 update. I added a progress bar for generating large mazes in the Editor. Also, I also fix a few bugs from version 2.0, specifically with generating from templates with depth-first search.

This looks interesting. Is it possible to accommodate for rooms to make a roguelike game?

It depends on what you mean. Is this what you mean?

Version 2.2 released. If you were experiencing a problem building from version 2.1, an upgrade should fix it.

Hello!
I bought your Asset, but as i’m quite new to Unity i need your help: how can i set custom graphic for walls/corner creation in maze generation? I’d like to use some other graphic files, which extension should i use and where to add them? I do need help, i m understanding only basic settings at the moment :slight_smile:

Thanks!

Your plugin can setup:

A 3d mesh as Start point?
A 3d mesh as end point?
rooms with specific objects in it (the red squares in the image below)?

I mean something like the image in attachment. If not, Do you plan to add this features (room count, room size, element in room)?

Hello, love this script but I’ve run into some problems. Keep getting this in my console:

IndexOutOfRangeException: Array index is out of range.
Maze.ReadSerializedTemplate () (at Assets/Maze Creator/Maze.js:73)

Any solution?