Procedural Dungeon Architect OFFICIAL SALE

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.