Quick Start
Easy Dungeon Generator Quick Start
This is the shortest path to a generated dungeon: one theme, one painted room, one template, and one DungeonManager in your scene. Each step links to the guide that explains it in full.
On this page
Before you start#
- Import the package and keep its folder at
Assets/DungeonGenerator/. - Install AI Navigation
2.0.13, Burst1.8.30, Collections6.5.0, and Mathematics1.4.0from the Package Manager. Alchemy is bundled. - Create a content folder such as
Assets/MyDungeonContent/. Save all your assets there, never inside the package folder.
Build a dungeon#
-
Create a theme. Choose in your content folder, assign your floor, wall, and door prefabs, and check the tile size with the .
See Themes.
-
Paint two rooms. Open , paint floor cells with the Floor brush, and add doors on the walls. Set the Room Type to Entrance for the first room and to Exit for the second. Assign the theme to each, and click Save Prefab to save both in your content folder.
See Room Designer.
-
Build a template. Open . The root node is the Entrance. Add an Exit node, connect it to the Entrance, and click Validate until the result is clean.
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Create the manager. Open and click Create Template Dungeon. This adds a
DungeonManagerto the scene. -
Assign the template and the rooms. In the
DungeonManagerInspector, assign the template. Drag your saved room prefabs onto the Room Pool drop zone. Each dropped prefab gets weight 1 and all placement contexts. -
Click Generate Dungeon. Use Clear Generated to remove the result. Generate the dungeon again after each change.
Next steps#
Problems during setup? See Troubleshooting.