Asset Store Link — Playable Demo — Youtube Playlist — Usage Manual
Procedural Dungeon Toolkit is a complete toolkit for your procedural dungeon or other procedural level generation needs ! Working on simple tile maps, creating your own levels with the asset is simple : A script generates and manages a procedural level tile map while included objects populate your level how, where and when you want it. This asset requires absolutely no scripting experience to generate custom procedural levels.
Get started creating your own levels in under 5 minutes using the near complete project scene featured in the playable demo and video. This asset will integrate perfectly with most model assets found on the asset store and also works with any other type of asset as long as you can provide a player game object to act as an origin for the object pooling.
While this is advertised as a dungeon generator because of the demo scene, included models and textures, Procedural Dungeon Toolkit can be easily used to generate any type of procedural levels simply by creating custom objects and chosing where, when and how often they spawn entirely using the Custom UI.
Control the look of the overall level layout using sliders and numeric seeds. Some minimal amount of programming throughout heavily commented code will unlock the full potential of the asset, as the current rules of the level generation are still not UI controllable ( to some extent ) . A custom tile map editor is also available which is useful to create your own dungeon levels instead of using the procedural generation algorithms.
Please note that this asset is still in development and features are constantly being added, fixed and improved as users and myself notice missing features and bugs.
The 60$ asset includes
Dungeon generation script featuring GUI to control the generator
Demo scene to get started using the asset under 5 minutes
NEW IN 1.29 : Multiplayer Support & Demo Scene
Models , Textures , Particle Effects to create a Dungeon Crawler Game
Navmesh Generation capabilities working with Unity 5.6 and Above
Tile Map editor to create your own levels or edit existing levels
Room Template editor to create complex rooms that are randomly placed into procedural levels
Integrated version of PDT Item Spawner to manage random item spawns on top of props
Ability to save a generated dungeon as a prefab file to manually make edits
Set of helpful scripts for things such as Light Flickering, Basic HUD, Explorable Map, Mob spawning & More
For those interested in how the generator works, here is a quick explanation : The actual map generation is done using algorithms that grow corridors and rooms out of a middle point. The script then spawns the necessary game objects around the player as you move around the map for enhanced performance.
You can also disable object pooling and load the entire map.
Spawning items around the dungeon is also easy, as you can tie an item spawn script to any prefab you are using in your generation process and decide what type of items can spawn on this prefab. I used this to make sure candles only generated on small drawers and tables.
The biggest part of the generation process that’s helpful for customizing the dungeons is the fact that the walls are actually cubes and corridors are wall sized empty areas capped off with floor and ceiling tiles. Basically to create any new object and have it properly scaled according to the environment simply create a corridor out of cubes in your 3D editor and scale the objects as if it were your actual environment.
Even if the level is essentially a tile map, round corners are entirely possible !
Then fixing the object placement is easy as you simply need to apply slight translations relative to the center of the current wall / empty area. This area is actually an empty game object storing every object at this position within the map. This also plays a role in object loading / unloading to keep performance stable even with huge levels.
Version 1.7 introduces a new GUI for creating and managing custom object generation, meaning you no longer have to edit code add your own objects to the generation process ! The editor features a translation editor as well as a drop down to select a pre generated pattern to detect where the object should generate. You can also easily create your own pattern by selecting custom pattern and using the available drop downs to create detection patterns and fully unlock the procedural generation capabilities of the asset !
With custom patterns , you can detect room entrances and add doors, detect a corner and add a rounded wall, detect a four way and add a pillar in the middle. You can detect single tiles and ignore everything else or create complex detection patterns. Using this same editor you can also control how often each object generate and enable randomized generation for things like torches and locked doors !
Version 1.10 introduces the new tile map editor to customize pre-generated maps as well as create your own tile maps entirely from scratch ! As you can see below, this editor uses native unity UI components and allows you to create your own maps and save them to disk as well as create dungeons with multiple spawn points or goals.
Here is the full usage manual for those interested in how the asset works!
If you have any questions or suggestions feel free to post in this thread or send me an email