Troubleshooting

The Generate 3D Dungeon Button Is Disabled

Assign a Dungeon Theme Profile in the Build 3D section.

If you do not have one, click Create Theme Profile.

The Dungeon Builds Without Floors

Check the theme profile:

  • Floor Prefab must be assigned.
  • The prefab should be a valid GameObject prefab.
  • The floor should be sized for the configured Cell Size.

Walls Or Doors Face The Wrong Direction

Check the prefab/model orientation.

Wall-like prefabs are expected to be authored with their length along local X and thickness along local Z. Keep prefab rotation at 0, 0, 0.

Doors Appear Only On One End Of Corridors

This is the default behavior. It avoids double doors on short corridors.

Enable Doors On Both Ends in the Build 3D section if you want symmetric placement.

A Locked Door Does Not Have A Key

Locked connections store a KeyId on the connection and on the spawned DungeonDoor component.

In the Blueprint Builder:

  1. Open Doors and Passages.
  2. Set the connection type to Locked Door.
  3. Enter a KeyId.

Your own gameplay system is responsible for granting and checking keys.

Changing A Room To Encounter Does Not Spawn An Enemy

An Encounter room needs an Enemy Spawn content marker and the theme profile needs at least one prefab in Enemy Spawn Prefabs.

When changing a room type in the Blueprint Builder, Dungeon Master adds the default marker automatically. If nothing appears after building, check the theme pool.

Changing A Room To Secret Does Not Create A Secret Wall

A secret room needs a SecretDoor connection and a secret wall prefab.

When changing a room to Secret, Dungeon Master automatically:

  • Adds a chest marker if needed.
  • Sets the first connected passage to SecretDoor.
  • Sets other connections to Wall.
  • Moves the room next to the connected visible room if there is a free adjacent space.

If the secret wall still does not appear, check Secret Wall Prefab in the theme profile. If it is empty, Dungeon Master falls back to Wall Prefab.

Some Rooms Are Unreachable

Open the Validation section in the Blueprint Builder.

Common causes:

  • A connection was changed to Wall.
  • A room was moved manually and no longer has a usable path.
  • The entrance or exit room was changed accidentally.

Change the connection type back to Door or Open, or move the room closer to the layout.

Content Spawns In The Wrong Cell

Check the marker's Local Cell.

Local Cell is relative to the selected room, not the entire dungeon grid.

For a room with size 4 x 4, valid local cells are usually:

(0, 0) through (3, 3)

Use Local Offset only for small world-space adjustments.

Regenerate Selected Replaces My Edits

This is expected. Regenerate Selected replaces the selected layout asset's room and connection data.

Create a new blueprint asset if you want to preserve the current layout.

Unity Console Shows Missing Script After Moving The Package

Keep the .meta files with the asset when moving folders.

The supported package path is:

Assets/PixitGames/DungeonMaster

If scripts were moved without .meta files, Unity may assign new GUIDs and existing assets can lose references.