vedaloivdocs

Reference

Troubleshooting

Documentation for v1.1.0Unity 6000.5.0+Support: karakask2004@gmail.com

Find your symptom in the tables below. Most problems have a message in the Console that names the cause. Read it first, then use the fix.

On this page
  1. Setup and folders
  2. Packages and compile errors
  3. Room Designer and prefabs
  4. Templates and generation
  5. Walls and seams
  6. Decoration
  7. Culling and NavMesh
  8. Chunk streaming
  9. Demo scenes
  10. Labels in German
  11. Still stuck?

Setup and folders#

SymptomFix
Editor windows have no styles, or look broken.Keep the package at Assets/DungeonGenerator/. The .uss style file must sit next to its editor .cs file. Refresh the Asset Database.
You renamed or moved the package folder.Move it back to Assets/DungeonGenerator/. Several editor windows load their styles from that exact path.
References are lost after you moved an asset.Restore the matching .meta file beside each moved asset. Unity links assets by GUID.
A room prefab does not appear in a list or is rejected.Check that the prefab is outside the package folder, has a RoomData root, and has DoorSocket children. Use Setup Room Prefab to add them.
Asset Store Validator warns about Check Static Variables.The package resets its static state automatically when Play Mode starts. No action is needed.

Packages and compile errors#

SymptomFix
Compile errors about Burst, Collections, or Mathematics.Install Burst 1.8.30, Collections 6.5.0, and Mathematics 1.4.0. They are needed even when the Burst planner is off.
Compile errors about Unity.AI.Navigation.Install AI Navigation 2.0.13. The NavMesh post-processor depends on it.
Alchemy errors.Alchemy is bundled under ThirdParty/Alchemy/. Do not install a second copy, and do not move the folder out of the package.

Room Designer and prefabs#

Message or symptomFix
Door needs a wall next to floor.A door needs a wall cell with floor beside it. Click a floor cell that touches a wall, or click the wall cell directly.
Room Door needs two opposite Floor cells.A room door needs a floor cell with floor on two opposite sides.
Room Door direction is ambiguous.The cell has floor on all four sides. Leave only one opposite pair.
Stair blocked, The stair opening overlaps a door or another stair., The stair opening extends outside the grid.Move the stair, or remove the door or stair it overlaps. Enlarge the grid if the opening does not fit.
Cannot remove floor: a stair references it.Remove the stair first.
Doors do not connect.Check the direction of each door, the socket types, and the compatibility between them. An untyped socket is a wildcard. Also check that each room has enough sockets for its connections.
Doors float or sit one cell away from the wall.Check the door offset in the theme. Re-run the Dungeon Theme Wizard analysis and check the preview.
Ceilings are missing.Check that the theme has ceiling prefabs and that the cell is walkable. Stair openings remove the ceiling panels on purpose.
Room Prefab Manager regenerated a prefab and my hand edits are gone.Regeneration replaces the whole prefab. Keep edits in the Room Design, and keep your prefabs in version control.
Decoration Validation Failed when saving a prefab.The decoration profile has errors. Fix them in Objects mode, then save again. See Decoration profiles.

Templates and generation#

Message or symptomFix
template is required.Assign a DungeonTemplate to the DungeonManager.
Template validation failed for '…'The Console lists every problem under that message. Open the template in the Template Designer and click Validate.
no pinnedPrefab and no pool entriesPin a prefab on the node, or add a pool prefab with the matching Room Type.
no eligible prefab with RoomType …Add a room with that Room Type to the pool, or pin one.
needs N sockets, but best eligible prefab has MThe room has too few doors for the node's connections. Add doors to the room in the Room Designer.
Requirements are only supported on the main path.Move the requirement to an edge on the main path, or remove it.
has no reachable provider before the gate.Add a provider node before the gated edge, with the requirement in its Provided Requirements.
Generate() ignored: generation already in progress.Wait for the current run to finish. Check its Status or StatusChanged.
Generation stops immediately, with no layout.Check the template validation, the root and Exit structure, the socket counts, the room pool, and the Max Search Nodes limit.
The planner cannot place all rooms.Raise Max Search Nodes, or allow more planning retries. Smaller rooms or more doors also help.
Each run gives a different layout.Turn Use Random Seed off and set a Seed. See Seeds.

Walls and seams#

SymptomFix
Two walls and two door arches stand back to back at every connection.The kit is double-sided, but Wall Mode is SingleOnly. Turn on Double-Sided Walls in the theme, leave the door variant empty, save the prefabs again, and set Wall Mode to DoubleOnly or AllowBoth. See Wall mode.
A dark slit or a step between two connected rooms in DoubleOnly.Allowed Seam Overlap is too small (slit) or too large (step). Adjust it, and keep Seam Padding at 0.
wallMode is DoubleOnly but … has no double-sided wallsThe prefab was saved with a theme that has Double-Sided Walls off. Turn it on, save the prefab again, or use AllowBoth.

Decoration#

SymptomFix
No decoration spawns.Check that the room prefab has RoomDecorationAuthoring and that Decorate After Generation is on. Check the profile for errors, and check that every pool object has a baked footprint. Click Rebake All Footprints if it does not.
A category is missing from some rooms.Its failure policy is RequireMinimum or RequireExact, and the count was not reached. Use AllowPartial, or lower the minimum.
Furniture blocks the doorways.Keep preservePaths on and raise minimumPathWidth on the category.
SymptomFix
Culling does nothing.The Mode is Disabled by default. Set it to DisableRenderers or DeactivateRooms, and assign a Reference Transform.
Hidden rooms are missing from the NavMesh.Culling runs before the bake. Set the culling priority at or below the NavMesh priority. See Post-processing order.
RuntimeNavMeshBuilder: Source mesh … does not allow read access, and the bake fails, mostly in builds.The room meshes are imported without Read/Write. Enable Read/Write in each model's import settings, or keep a collider proxy processor that replaces the mesh colliders with box colliders, as the demo does.
Clicks do nothing in the demo scene.Agents move only to points on the NavMesh. Check that the ceiling processor is enabled, so clicks do not hit the roof, and check the Console for a failed bake.

Chunk streaming#

Message or symptomFix
cellsPerSide=… is below the minimumRaise Chunk Size (Cells) to at least the minimum shown in the inspector. See Chunk size.
corridor module is missing cardinal DoorSockets or missing … DoorSocket on …The corridor needs exactly one DoorSocket on each of the four sides. Every room in the pool needs one on each side too.
The world does not initialize.Check the player or player prefab, the 1 × 1 corridor prefab, the cardinal sockets, the entry and pool setup, the cell size, and the key prefab on locked rooms.
Locks appear when you did not expect them.Set Lock Chance % to 0. Check the Requires Key setting on each room prefab.
Rooms do not line up at chunk borders.Cell Size (m) must equal the tile size of your rooms.

Demo scenes#

SymptomFix
A red Missing art pack panel, and an empty scene.Import the free Lite Dungeon Pack - Low Poly 3D Art by Gridness from the Asset Store, then reopen the scene. See Import the free art pack.
Everything is pink.The project does not use URP. Convert the Gridness materials and the demo player materials for your render pipeline.
InvalidOperationException: You are trying to read Input using the UnityEngine.Input classA script you added reads the legacy input manager while the project uses the Input System. The demo scripts follow Active Input Handling automatically; your scripts must do the same.
The scene is very dark.Each demo scene sets its own environment lighting. Check Window › Rendering › Lighting › Environment if you changed it.
No panel is visible.The panel draws only in the Game view, not in the Scene view. Open it with Window › General › Game, and press H with the Game view focused.

Labels in German#

In version 1.1.0, some labels are in German: the Room Prefab Manager window, and the Room Pool drop zone of the DungeonManager (Prefabs hierher ziehen). The buttons work as described in Room Prefab Manager.

Still stuck?#

Email karakask2004@gmail.com. Include the Unity version, the Easy Dungeon Generator version (1.1.0), the exact message from the Console, and the steps that lead to the problem. A screenshot of the Inspector helps.