Blueprint Builder¶
Open the editor window from:
Tools > Dungeon Master > Blueprint Builder
The Blueprint Builder is the main authoring tool for Dungeon Master.
Generation Settings¶
| Setting | Description |
|---|---|
| Layout Asset | Existing DungeonLayoutAsset to edit or regenerate. |
| Room Count | Total number of rooms to generate. |
| Use Random Seed | Uses a changing seed when enabled. |
| Seed | Fixed seed used when random seed is disabled. |
| Min Room Size | Smallest generated room footprint in grid cells. |
| Max Room Size | Largest generated room footprint in grid cells. |
| Room Spacing | Minimum gap between placed rooms. |
| Layout Spread | Adds extra random breathing room during room placement. |
| Max Corridor Length | Maximum preferred corridor path length during generation. |
| Branch Chance | Controls how often new rooms branch away from earlier rooms. |
| Secret Chance | Chance for eligible leaf rooms to become secret rooms. |
| Locked Door Chance | Chance for connections to become locked doors. |
| Empty Room Decoration Chance | Chance for empty normal rooms to receive decoration markers. |
| Loop Chance | Chance to add extra loop connections between rooms. |
Blueprint Preview¶
The preview displays the generated dungeon as a 2D layout:
- Rooms are colored by type.
- Connections are colored by connection type.
- Click a room to edit it.
- Use the zoom slider to inspect larger layouts.
Room Types¶
| Type | Purpose |
|---|---|
| Normal | Empty room with no special behavior. |
| Entrance | Start room. |
| Exit | Final room. |
| Encounter | Adds an enemy spawn marker by default. |
| Treasure | Adds a chest marker by default. |
| Boss | Adds a boss spawn marker by default. |
| Puzzle | Reserved for your own puzzle logic. |
| Secret | Adds a chest marker and configures a secret connection by default. |
Editing Rooms¶
When a room is selected, you can edit:
- Name
- Type
- Grid Position
- Room Size
- Content Markers
Changing a room type applies useful defaults:
| New Room Type | Default Marker |
|---|---|
| Encounter | Enemy Spawn |
| Treasure | Chest |
| Boss | Boss Spawn |
| Secret | Chest |
Changing a room to Secret also converts its first connection to SecretDoor and other connections to Wall. If there is room beside the connected visible room, the secret room is moved next to it so the hidden wall behaves like a classic secret room entrance.
Content Markers¶
Content markers define where themed objects are spawned inside a room.
| Marker Type | Theme Pool |
|---|---|
| Chest | Chest Prefabs |
| Enemy Spawn | Enemy Spawn Prefabs |
| Boss Spawn | Boss Spawn Prefabs |
| Trap | Trap Prefabs |
| Decoration | Decoration Prefabs |
| Custom | Custom Content Prefabs |
Each marker has:
- Type
- Local Cell
- Local Offset
- Custom Id, when using
Custom
Local Cell is relative to the room. Local Offset is a Unity world-space offset added after converting the cell to a world position.
Connection Types¶
| Type | Build Result |
|---|---|
| Open | Uses the open passage prefab. |
| Door | Uses the door prefab. |
| Locked Door | Uses the locked door prefab and stores KeyId. |
| Secret Door | Uses the secret wall prefab and stores secret metadata. |
| Wall | Blocks the connection and is ignored by traversal validation. |
Validation¶
The validation panel reports common layout issues:
- No layout assigned.
- No rooms.
- Missing entrance.
- Missing exit.
- Invalid room sizes.
- Duplicate room ids.
- Connections referencing missing rooms.
- Rooms unreachable from the entrance.
Validation is a design-time helper. It does not prevent you from building if you intentionally want an unusual layout.
Build 3D¶
The Build 3D panel controls scene generation:
| Setting | Description |
|---|---|
| Theme Profile | Prefab mapping used by the builder. |
| Cell Size | Unity units per grid cell. Default is 4. |
| Wall Height | Reserved build setting for wall height-aware modules. |
| Clear Previous Build | Removes old generated children before building. |
| Doors On Both Ends | Places connection prefabs on both room ends instead of one. |
Click Generate 3D Dungeon to build the scene.