Reference
Troubleshooting
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
Setup and folders#
| Symptom | Fix |
|---|---|
| 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#
| Symptom | Fix |
|---|---|
| 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 symptom | Fix |
|---|---|
| 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 symptom | Fix |
|---|---|
| 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 entries | Pin 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 M | The 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#
| Symptom | Fix |
|---|---|
| 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 walls | The prefab was saved with a theme that has Double-Sided Walls off. Turn it on, save the prefab again, or use AllowBoth. |
Decoration#
| Symptom | Fix |
|---|---|
| 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. |
Culling and NavMesh#
| Symptom | Fix |
|---|---|
| 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 symptom | Fix |
|---|---|
| cellsPerSide=… is below the minimum | Raise 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#
| Symptom | Fix |
|---|---|
| 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 class | A 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 if you changed it. |
| No panel is visible. | The panel draws only in the Game view, not in the Scene view. Open it with , 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.