Generate complete, connected dungeons from a seed, then art-direct the result without leaving the scene. Dungeon Generator combines a deterministic wave-function-collapse core with modular 3D construction, live terrain painting, stacked floors, runtime navigation, gameplay hooks, sharing, and editor tooling.
Build a dungeon in the Inspector, drive it from C#, or use the engine-independent model as pure data for a custom renderer. The included interactive demo exposes the generation, painting, themes, lighting, models, NavMesh, agents, gameplay, sharing, and export workflows in one place.
The package also includes a ready-to-use stone art kit, six live-swap themes, furnished room purposes, player and zombie examples, procedural audio, and complete source code, so it supports both rapid prototypes and deeper production customization.
Demo Showcase | View Online Documentation
💡 WHY DUNGEON GENERATOR
• CONNECTED BY DESIGN - a post-solve connectivity pass adds legal doorways until every walkable region is reachable.
• DETERMINISTIC AND EDITABLE - seeds reproduce layouts while paint, erase, perturb, stamp, restyle, and undo tools let you direct the result.
• VERTICAL LEVELS - combine stacked floors, spiral stairwells, terraces, basement levels, bridges, and optional ceilings.
• PLAYABLE SYSTEMS INCLUDED - bake runtime navigation, spawn a click-to-move explorer and zombie population, and connect chests, traps, keys, and gates to your game logic.
• SOURCE INCLUDED - inspect, extend, reskin, or integrate the complete C# runtime and editor implementation.
⭐ KEY FEATURES
• Weighted WFC generation with propagation, backtracking, carving, decoration, and deterministic seeds.
• Rectangle, ellipse, diamond, and cross footprints with grid sizes from compact rooms to large layouts.
• Live Cave, Grave, Void, and Canal painting with local re-solving, exact tile stamps, wall editing, and undo.
• Stone, Crypt, Moss, Blocks, Rough, and Sewer themes that swap the generated dungeon in place.
• One to three solved floors connected by spiral stairs, with optional terraces and basement levels.
• Runtime navigation, route display, click-to-move player, and adjustable zombie population.
• Key-lock progression, furnished room purposes, treasure, chests, traps, gates, and event callbacks.
• Deterministic spawn rules for project prefabs based on depth, terrain family, chance, cap, and wall alignment.
• Shareable dungeon codes that preserve settings, solved tiles, and hand edits.
• Dungeon Designer window, minimap, overlays, validator, PNG export, and 2D rasterization workflow.
• Bundled modular art, themes, prop variations, procedural audio, demo scene, and WebGL-ready demo source.
• Model swapping for supported structural, prop, player, and zombie slots, including OBJ import paths.
🚀 HOW IT WORKS
• Create a generator from GameObject > Dungeon Kit > Dungeon Generator.
• Choose a seed, grid size, footprint, carving, floor, progression, decoration, and weight settings.
• Press Generate to solve the logical plan and build the modular dungeon under the component.
• Paint terrain, stamp exact pieces, select individual walls, swap a theme or model, and undo as needed.
• Bake navigation, spawn agents, attach project content through spawn rules, or query the plan from code.
• Save a dungeon code or export a 2D representation when the layout is ready.
🎁 WHAT'S INCLUDED
• Full runtime and editor C# source.
• WFC solver, plan data, generation settings, query API, and serialization.
• Modular stone meshes, textures, materials, prefabs, props, and six themes.
• Generator Inspector, Dungeon Designer, setup tools, minimap, overlays, and validation tools.
• Interactive demo scene with generation, painting, floor, theme, lighting, model, NavMesh, agent, and export controls.
• EditMode and PlayMode test assemblies covering the core and Unity-facing workflows.
• One self-contained HTML manual with setup, API examples, customization, troubleshooting, and support.
📦 CAPABILITY BOUNDARIES
• The bundled visual kit is designed for the Universal Render Pipeline; use your own library assets when targeting another rendering setup.
• The runtime OBJ importer covers the supported demo swap slots; production import pipelines with custom materials, rigs, or formats remain project-specific.
• The included NPCs demonstrate navigation and wandering behavior rather than a complete combat or RPG AI framework.
• Online hosting is not included; the package supplies the demo source and a prepared WebGL build for deployment.
**THIRD-PARTY CONTENT**
None. The bundled stone art kit is not sourced art - its textures, meshes, materials and prefabs are baked by editor tools that ship inside the package (Tools > Dungeon Kit > Build Demo Assets), and the sound effects are synthesised by the included audio factory. No third-party fonts, images, audio, icons, shaders, DLLs, native binaries or third-party source code are included; see Third-Party Notices.txt file in package for details.
📧 SUPPORT & QUESTIONS
For questions, bug reports, or feature requests, contact:
szekipapa77@gmail.com
🤖 AI-ASSISTED CONTENT DISCLOSURE
Portions of the included C# source code were created with AI-assisted code-generation tools, primarily Claude Code and, to a smaller extent, GPT-based models via Codex. All AI-generated code was manually reviewed, modified, and integrated to ensure correctness, performance, maintainability, and compatibility with the overall project. These services are not required at runtime.