Procedural Dungeon Architect is a runtime dungeon generation system for Unity.
It allows you to dynamically generate interconnected rooms using door-based placement, while enforcing advanced constraints such as:
- Room count limits
- Distance constraints from reference objects
- Neighbor compatibility rules
- Controlled object spawning per room and per spawn point
- Runtime NavMesh generation (fully compatible with builds)
The asset is designed to be:
- Deterministic enough to control gameplay structure
- Flexible enough to support roguelikes, dungeons, modular levels
- Safe for runtime usage (timeouts, safeguards, no editor-only APIs)
It works entirely at runtime and does not require baked geometry or precomputed NavMeshes.