Getting Started¶
This guide walks through creating your first generated dungeon.
Requirements¶
- Unity 6 or newer is recommended.
- The asset must be imported under
Assets/PixitGames/DungeonMaster. - No external runtime packages are required.
Open The Demo Scene¶
The package includes a demo scene:
Assets/PixitGames/DungeonMaster/Scenes/DemoDungeon.unity
Open it to inspect the default theme, generated layout assets, and sample prefabs.
Create A Blueprint¶
- In Unity, open Tools > Dungeon Master > Blueprint Builder.
- In the Generation section, tune the settings.
- Click Generate New Blueprint.
- A new
DungeonLayoutasset is created in:
Assets/PixitGames/DungeonMaster/Generated
The preview shows rooms as colored rectangles and connections as colored lines.
Assign A Theme¶
In the Build 3D section, assign a Dungeon Theme Profile.
If you do not have one yet:
- Click Create Theme Profile.
- Select the generated theme asset.
- Assign floor, wall, door, locked door, open passage, and secret wall prefabs.
- Add content prefabs for chests, enemies, boss spawns, traps, and decorations.
Build The Dungeon¶
Click Generate 3D Dungeon.
Dungeon Master creates or reuses a scene object named:
Dungeon Master Builder
The generated dungeon is placed under a child object named:
Generated Dungeon
Regenerate¶
To regenerate the selected layout:
- Select an existing
DungeonLayoutin the Layout Asset field. - Adjust generation settings.
- Click Regenerate Selected.
Warning
Regenerating replaces the rooms and connections inside the selected layout asset.
Edit After Generation¶
After generating a blueprint, you can edit it directly:
- Select a room in the preview.
- Change the room type.
- Move the room on the grid.
- Resize the room.
- Add, remove, or edit content markers.
- Change connections between rooms.
Room type changes also apply default content markers where appropriate. For example, changing a normal room to Encounter adds an enemy spawn marker if one does not already exist.