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.