In a metroidvania the character controller is the easy part. The hard part is the world.
Which rooms connect to which. The map that fills in as you explore. Gates that open when the player finds the right ability. And remembering every door you opened and every item you took, across rooms and across save files.
This framework is that layer. You define rooms and how they connect, mark which ability or
key opens each passage, and place rest benches and fast-travel stations. It draws nothing
itself, so you keep your own characters, tiles and camera, in 2D, 2.5D or 3D.
Add one component and assign a world. The map builds itself and reveals room by room. A gate that needs double jump opens the moment the player picks up double jump. A door or a broken wall stays the way you left it after a reload, with one component and an id.
A demo scene runs on its own with no setup. An editor check tells you, before you press Play, whether the world can be finished and whether any ability is locked behind itself.
What's included:
-room graph,
-full map and corner minimap,
-ability and key gates,
-world-state persistence,
-rest benches with respawn,
-fast-travel,
-a 2D room portal,
-JSON save and load,
-and the softlock validator.
-A drop-in uGUI map and a self-contained demo.
Requirements:
Unity 2021.3 or newer. Built-in, URP and HDRP. No other packages required.
Support:
info@favengames.com