Dungeon Generator - WFC Level Builder, Live Painting & NavMesh – Unity Tool

    Version 1.0.0

    1/12

    Compatibility

    Unity version
    6000.0 or newer
    Built in Unity 6
    Render pipelines
    URP
    Read the documentation

    Description

    Generate complete, connected dungeons from a seed, then art-direct the result without leaving the scene. Dungeon Generator combines a deterministic wave-function-collapse core with modular 3D construction, live terrain painting, stacked floors, runtime navigation, gameplay hooks, sharing, and editor tooling.

    Build a dungeon in the Inspector, drive it from C#, or use the engine-independent model as pure data for a custom renderer. The included interactive demo exposes the generation, painting, themes, lighting, models, NavMesh, agents, gameplay, sharing, and export workflows in one place.

    The package also includes a ready-to-use stone art kit, six live-swap themes, furnished room purposes, player and zombie examples, procedural audio, and complete source code, so it supports both rapid prototypes and deeper production customization.

    Demo Showcase | View Online Documentation

    💡 WHY DUNGEON GENERATOR

    • CONNECTED BY DESIGN - a post-solve connectivity pass adds legal doorways until every walkable region is reachable.

    • DETERMINISTIC AND EDITABLE - seeds reproduce layouts while paint, erase, perturb, stamp, restyle, and undo tools let you direct the result.

    • VERTICAL LEVELS - combine stacked floors, spiral stairwells, terraces, basement levels, bridges, and optional ceilings.

    • PLAYABLE SYSTEMS INCLUDED - bake runtime navigation, spawn a click-to-move explorer and zombie population, and connect chests, traps, keys, and gates to your game logic.

    • SOURCE INCLUDED - inspect, extend, reskin, or integrate the complete C# runtime and editor implementation.

    ⭐ KEY FEATURES

    • Weighted WFC generation with propagation, backtracking, carving, decoration, and deterministic seeds.

    • Rectangle, ellipse, diamond, and cross footprints with grid sizes from compact rooms to large layouts.

    • Live Cave, Grave, Void, and Canal painting with local re-solving, exact tile stamps, wall editing, and undo.

    • Stone, Crypt, Moss, Blocks, Rough, and Sewer themes that swap the generated dungeon in place.

    • One to three solved floors connected by spiral stairs, with optional terraces and basement levels.

    • Runtime navigation, route display, click-to-move player, and adjustable zombie population.

    • Key-lock progression, furnished room purposes, treasure, chests, traps, gates, and event callbacks.

    • Deterministic spawn rules for project prefabs based on depth, terrain family, chance, cap, and wall alignment.

    • Shareable dungeon codes that preserve settings, solved tiles, and hand edits.

    • Dungeon Designer window, minimap, overlays, validator, PNG export, and 2D rasterization workflow.

    • Bundled modular art, themes, prop variations, procedural audio, demo scene, and WebGL-ready demo source.

    • Model swapping for supported structural, prop, player, and zombie slots, including OBJ import paths.

    🚀 HOW IT WORKS

    • Create a generator from GameObject > Dungeon Kit > Dungeon Generator.

    • Choose a seed, grid size, footprint, carving, floor, progression, decoration, and weight settings.

    • Press Generate to solve the logical plan and build the modular dungeon under the component.

    • Paint terrain, stamp exact pieces, select individual walls, swap a theme or model, and undo as needed.

    • Bake navigation, spawn agents, attach project content through spawn rules, or query the plan from code.

    • Save a dungeon code or export a 2D representation when the layout is ready.

    🎁 WHAT'S INCLUDED

    • Full runtime and editor C# source.

    • WFC solver, plan data, generation settings, query API, and serialization.

    • Modular stone meshes, textures, materials, prefabs, props, and six themes.

    • Generator Inspector, Dungeon Designer, setup tools, minimap, overlays, and validation tools.

    • Interactive demo scene with generation, painting, floor, theme, lighting, model, NavMesh, agent, and export controls.

    • EditMode and PlayMode test assemblies covering the core and Unity-facing workflows.

    • One self-contained HTML manual with setup, API examples, customization, troubleshooting, and support.

    📦 CAPABILITY BOUNDARIES

    • The bundled visual kit is designed for the Universal Render Pipeline; use your own library assets when targeting another rendering setup.

    • The runtime OBJ importer covers the supported demo swap slots; production import pipelines with custom materials, rigs, or formats remain project-specific.

    • The included NPCs demonstrate navigation and wandering behavior rather than a complete combat or RPG AI framework.

    • Online hosting is not included; the package supplies the demo source and a prepared WebGL build for deployment.

    **THIRD-PARTY CONTENT**

    None. The bundled stone art kit is not sourced art - its textures, meshes, materials and prefabs are baked by editor tools that ship inside the package (Tools > Dungeon Kit > Build Demo Assets), and the sound effects are synthesised by the included audio factory. No third-party fonts, images, audio, icons, shaders, DLLs, native binaries or third-party source code are included; see Third-Party Notices.txt file in package for details.

    📧 SUPPORT & QUESTIONS

    For questions, bug reports, or feature requests, contact:

    [email protected]

    🤖 AI-ASSISTED CONTENT DISCLOSURE

    Portions of the included C# source code were created with AI-assisted code-generation tools, primarily Claude Code and, to a smaller extent, GPT-based models via Codex. All AI-generated code was manually reviewed, modified, and integrated to ensure correctness, performance, maintainability, and compatibility with the overall project. These services are not required at runtime.

    🧩 GENERATION CORE

    • Runtime component: `DungeonGenerator` in the `DungeonKit` namespace.
    • Pure model: `DungeonModel` solves into `DungeonPlan` without requiring a GameObject renderer.
    • Solver: minimum-entropy weighted collapse, constraint propagation, chronological backtracking, and deterministic random selection.
    • Tile logic: edge sockets cover floor, void, cave, grave, canal, wall ownership, culverts, rims, and fences.
    • Connectivity: disconnected walkable regions are joined with legal doorway placement after solving.
    • Generation data: seed, grid, footprint, carving, decoration, progression, and tile-weight profiles are exposed through `GenerationSettings`.
    • Source access: complete C# runtime and editor source is included.

    🎨 BUILDING AND ART DIRECTION

    • Builder: composes each solved cell from modular floors, wall segments, openings, channels, rims, fences, props, and effects.
    • Library: `TileModuleLibrary` exposes replaceable prefab slots and tile scale.
    • Themes: Stone, Crypt, Moss, Blocks, Rough, and Sewer material sets swap at runtime.
    • Variation: supported walls, broken walls, pillars, props, characters, and structural slots provide bundled model alternatives.
    • Floors: `DungeonStack` creates one to three independently solved levels with stairs, hatches, and navigation links.
    • Large maps: `DungeonCulling` hides cells outside a configurable distance from the assigned focus.

    🖌️ EDITING AND SERIALIZATION

    • Cell editing: `PaintCell`, `EraseCell`, and `PerturbCell` update a local neighborhood and rebuild affected output.
    • Structural editing: exact rotated tile stamps and Select-mode segment changes cover doors, gates, windows, broken walls, and torches.
    • History: user edits support undo.
    • Sharing: `SaveCode()` serializes settings, the solved plan, and manual edits; `LoadCode()` restores the result.
    • Queries: `DungeonQuery` exposes depth, normalized depth, critical-path membership, dead ends, and filtered deterministic cell selection.
    • 2D output: `Dungeon2D.Rasterize` produces engine-independent roguelike-style raster data.

    🎮 RUNTIME GAMEPLAY

    • Navigation: `DungeonNavMesh` derives agent-ready walkability from the generated plan.
    • Player: `DungeonPlayerSpawner` creates the included click-to-move explorer at the entrance.
    • Agents: `DungeonNpcSpawner` manages adjustable procedurally animated zombie populations.
    • Progression: solved plans expose locked edges and key cells placed in a traversable order.
    • Events: `DungeonEvents` reports chest opening, trap activation, key collection, and gate unlocking.
    • Spawning: `DungeonSpawnRules` places project prefabs deterministically by depth, terrain family, probability, cap, and wall alignment.
    • Audio: included DSP-generated clips cover ambience, water, doors, zombies, chests, and traps.

    🛠️ EDITOR AND DEMO

    • Creation menu: GameObject > Dungeon Kit > Dungeon Generator creates a configured generator and locates the bundled library.
    • Inspector: generation, display, editing, validation, and runtime controls are exposed through a custom editor.
    • Designer: a dedicated Dungeon Designer window provides generation, presets, minimap preview, and dungeon-code workflows.
    • Setup: the URP setup tool describes proposed project-setting changes before applying them.
    • Demo: the included scene exposes the generator, floor, paint, theme, lighting, model, navigation, agent, sharing, and export controls.
    • Model import: supported swap slots can use bundled alternatives or external OBJ geometry through platform-appropriate picker paths.

    Dungeon Generator - WFC Level Builder, Live Painting & NavMesh

    Version 1.0.0

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    $49.99

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