
Level Generator Pro 2.0 - Procedural Dungeons, Mazes, NavMesh & v6.0 Support
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Procedural level generator for Unity with advanced 2.0 features: dungeons, mazes, UV-tiling, NavMesh, lighting, and flexible player/object spawning.🧩 Level Generator Pro 2.0 – Procedural Dungeons, Mazes & BiomesCreate dynamic, replayable levels in seconds! Level Generator Pro 2.0 generates advanced procedural dungeons, multi-level mazes, and biomes with full NavMesh support, lighting, decorations, enemies, and flexible player/object spawning. Perfect for roguelikes, RPGs, puzzle, or exploration games.✨ Why Level Generator?Hand-made levels take days to design. With Level Generator Pro, build unlimited unique layouts instantly boosting prototyping, replayability, and production speed.⚡ Easy to use, fully customizable, and works right out of the box. Start building unique levels in seconds, no coding required!If you own the ORIGINAL version of Level Generator 2, you can get this new 6.0 version for FREE!(And if you buy this version, you also get the 2021 version for free it works both ways!)Please note: due to major architectural differences in Unity between versions 2021/2022 and 6.0+, it was not technically possible to support all versions in a single package. That’s why this is released as a separate version however, you’re covered either way.Supported Render Pipelines:✅ Standard/Built-In✅ Universal✅ High-DefinitionFor a full feature list, complete version history, and v6.0 compatibility notes, please see the Technical Details section.🔷 MAZE:🧱 Procedural Maze Generation – Generates unique mazes using Recursive Backtracker or Prim’s Algorithm with customizable size and cell dimensions.🧭 Start & End Point Logic – Supports manual or randomized start/end cell placement.🏗️ Wall & Floor Prefab System – Uses custom or auto-generated prefabs for walls and floors.🎲 Seed-Based Randomness – Deterministic generation with optional random seed support.👤 Player Spawning – Automatically spawns the player at the defined start cell.🎁 Random Object Spawning – Dynamically places random prefabs across the maze, avoiding the start and end cells.🌐 NavMesh Integration – Fully baked NavMesh support for AI navigation out of the box.🧱 Individual Wall Logic – Each cell tracks wall presence (top, bottom, left, right) independently.🔁 Runtime Generation – Mazes can be generated automatically on game start or manually via script.📦 Self-Contained Maze Object – Entire maze hierarchy is grouped under a parent GameObject.🔄 Automatic Cleanup – Old maze instances are removed before new generation.❌ Collider Handling – Custom collider setup ensures NavMesh compatibility (no unwanted collisions).📏 Cell Scaling – Cell size directly affects spacing, wall/floor scaling, and positioning.🧠 Multiple Generation Algorithms – Choose between Recursive Backtracker or Prim's Algorithm for different maze layouts and design goals.🌀 Extra Wall Removal – Adds controlled loops and branching paths with adjustable randomness.🎨 Material Set System – Assign multiple material sets to add visual variety per corridor or cell.🤖 AI Spawning System – Spawn enemies or NPCs at random positions using AI-prefab support.🚪 End Object Placement – Automatically spawn an object (e.g. portal, goal) at the maze’s end cell.🧲 Wall-Mounted Object Spawning – Attach torches, traps, or signs directly to maze walls with probability and offset controls.🧹 Temp Prefab Management – Automatically creates and removes temporary fallback prefabs for walls/floors when none are assigned.🛠️ Editor-Friendly Inspector – Organized headers, tooltips, and intuitive layout for faster configuration.🔶 DUNGEON:🧮 Multi-Level Biome Assignment – Each dungeon level now supports its own biome, with unique materials, lights, enemies and decorations.🧗 Vertical Ladder System – Seamlessly connects levels via ladders, including rung generation and optional custom MonoBehaviour scripts.🌲 Biome-Based Enemy Spawning – Populates rooms with enemies based on per-biome spawn chance and custom enemy prefab pools.🖼️ Wall Decorations – Adds randomized wall-hugging props with offset and rotation control, scaled per-biome.🌌 Roof Mesh Generation – Optionally creates ceilings over rooms using biome-specific materials and seamless tiling.🧟 Enemy Room Logic – Automatically flags rooms as enemy zones and spawns a controlled number of hostile NPCs.🏞️ Biome System Overhaul – Complete biome object per level, with flexible spawn weight, decoration limits, light settings, and enemy rules.🧱 Ladder Room Wall Framing – Auto-generates small framing walls around ladder shafts for clean vertical connections.🪔 Per-Room Lighting System – Procedurally spawns point lights in rooms with randomized intensity, range and biome-defined chance.🧩 Fully Modular Structure – Each generation phase (rooms, corridors, stairs, build, decoration, lights, etc.) modularized for expansion.🧮 Procedural Room Generation – Randomly creates non-overlapping rooms with customizable size ranges.🛣️ Corridor Carving – Automatically connects rooms via L-shaped hallways.🧩 Optimized Floor Meshing – Combines adjacent tiles into large quad planes to reduce draw calls.🧱 Smart Wall Placement – Detects edges and generates directional wall segments with proper UV scaling.💡 Dynamic Lighting – Randomly adds light sources to rooms based on a configurable chance.🪑 Room Decorations – Places random decorative prefabs in each room using defined spawn limits.🎮 Player Spawn System – Instantiates player prefab in the start room or uses a fallback capsule.🧭 NavMesh Baking – Optionally generates a Unity NavMesh for AI pathfinding over all walkable surfaces.🖼️ Material Control – Separate materials and texture scaling for floor and wall meshes.⚙️ Auto Setup – Runs generation on Start() for quick testing and prototyping.6.0 Support & Full Compatibility UpdateThis version has been completely overhauled to ensure full support and seamless integration with Unity v6.0. To address compatibility issues and eliminate legacy errors, all scripts have been significantly rewritten and optimized.This includes crucial changes to the NavMesh generation scripts and the core logic to align with modern API standards. You can now use this asset in your v6.0 projects without any of the error codes found in the original version, ensuring a smooth and stable experience.VERSION HISTORY:Version 1.0 - The FoundationThe initial version offered two distinct, single-level generation modes in one package.Dual Generator System: A single component could switch between generating Dungeons or Mazes.Dungeon Mode (v1.0): Single-Level Generation: Created basic dungeons on a single floor. Core Layout: Generated rooms and connected them with simple corridors. Basic Customization: Allowed setting grid size, room count, and dimensions. Simple Theming: Supported a single Wall and Floor material for the entire level. Basic Content: Included options for placing a Player prefab and simple decorations.Maze Mode (v1.0): Single-Level Generation: Created classic, single-floor mazes. Core Algorithm: Used a Recursive Backtracker algorithm. Basic Customization: Allowed setting maze dimensions, cell size, and seed. Start/End Points: Could define and randomize start and end cells. Basic Content: Supported random object spawning within the maze paths.New in Version 2.0 - Multi-Level Architecture & Advanced FeaturesVersion 2.0 was a massive upgrade, introducing verticality to Dungeons and adding significant depth to both modes.✅ Dungeon Mode - Multi-Level & Biomes: Multi-Level Dungeons: The Dungeon generator could now create dungeons with multiple floors, connected by a levelHeight parameter. Biome System: A comprehensive Biome system was introduced for dungeons, allowing distinct themes per level, each with its own: Wall, Floor, and new Roof materials. Customizable lighting, enemy spawning, and wall-mounted decorations. Inter-Level Connectivity: Automatic ladder generation was added to connect overlapping rooms between floors. Exit Portal: An exitPortalPrefab could be added to define a clear endpoint.✅ Maze Mode - More Algorithms & Variety: New Maze Algorithms: Added Prim's Algorithm as an alternative to Recursive Backtracker. Advanced Customization: Introduced an Extra Wall Removal chance to create more open, less perfect mazes. Material Sets: A "biome-like" system was added for mazes, allowing you to define multiple wall/floor material sets for varied theming. More Content: Added dedicated AI spawning and support for wall-mounted objects (e.g., torches) in corridors.New in Version 3.0 - Unification & Pro-Level ControlVersion 3.0 is a complete architectural overhaul. The key theme is feature parity: the Maze generator now inherits the powerful multi-level capabilities of the Dungeon generator, and both modes receive professional workflow features.✅ Dungeon Mode - Advanced Algorithms & Layout Control: New Dungeon Algorithm: Added a Cellular Automata algorithm to create organic, cave-like dungeons. New Room Connection Styles: Choose between Direct connections (with doors) or traditional Corridors. Dungeon Flow Graph: A new system to define a sequential, story-driven path of biomes (e.g., Start → Puzzle → Boss → Exit). Randomized Room Count: Set a min/max range for room count per level for more variety.✅ Maze Mode - GOES MULTI-LEVEL! Multi-Level Mazes: The Maze generator is no longer limited to a single floor! It now fully supports multi-level generation with automatic ladders to connect floors. Roof Generation & Biomes: Mazes now support roof generation and can use the full Biome system, allowing you to set a different theme for each level. Randomized Level Sizes: Optionally randomize the width and height of each maze level for more dynamic structures.✅ Workflow & QoL (For Both Modes): Advanced Prefab Saving: A critical workflow upgrade. You can now save the entire generated level (both Dungeon and Maze) as a single, standalone prefab that includes the baked NavMesh and all copied materials. Seed-Based Generation: A universal, top-level seed controller for creating reproducible levels in both modes. General Optimization: The entire codebase has been refined for better performance and a smoother editor experience.Used AI just for the thumbnail creation.All the code and functionalities were created without AI by Human Brain