Theme Profiles¶
A Dungeon Theme Profile maps dungeon data to Unity prefabs.
Create one from:
Assets > Create > Dungeon Master > Dungeon Theme Profile
Or click Create Theme Profile in the Blueprint Builder.
Core Modules¶
| Field | Used For |
|---|---|
| Floor Prefab | Room floors and corridor floors. |
| Wall Prefab | Room walls and corridor walls. |
| Open Passage Prefab | Open connections. |
| Door Prefab | Standard doors. |
| Locked Door Prefab | Locked doors. Falls back to Door Prefab if empty. |
| Secret Wall Prefab | Secret doors. Falls back to Wall Prefab if empty. |
Content Pools¶
Content pools let Dungeon Master pick from multiple prefabs for each marker type.
| Pool | Marker Type |
|---|---|
| Chest Prefabs | Chest |
| Enemy Spawn Prefabs | Enemy Spawn |
| Boss Spawn Prefabs | Boss Spawn |
| Trap Prefabs | Trap |
| Decoration Prefabs | Decoration |
| Custom Content Prefabs | Custom |
When a pool contains multiple prefabs, Dungeon Master picks a deterministic prefab using the room id, marker index, marker type, and marker cell. This keeps the same layout stable across builds.
Custom Content¶
Custom content uses an id-based lookup.
- Add an entry to Custom Content Prefabs.
- Set its
Id. - Add one or more prefabs.
- Add a content marker with type
Custom. - Set the marker
Custom Idto the same id.
Example custom ids:
merchant
quest_item
magic_fountain
locked_reward
Metadata Components¶
Spawned content receives a DungeonContentMarkerComponent when it is built.
It stores:
| Field | Description |
|---|---|
| RoomId | Source room id. |
| Type | Content marker type. |
| CustomId | Custom id, if used. |
Door prefabs receive a DungeonDoor component.
It stores:
| Field | Description |
|---|---|
| FromRoomId | First connected room id. |
| ToRoomId | Second connected room id. |
| ConnectionType | Open, Door, LockedDoor, SecretDoor, or Wall. |
| IsLocked | True for locked doors. |
| IsSecret | True for secret doors. |
| KeyId | Key id for locked doors. |
Use these components to connect Dungeon Master output to your own gameplay systems.