
Procedural dungeon generation using hand-designed rooms and a flexible flow graph system.DunGen gives you the best of both worlds: the creativity of hand-designed rooms combined with the flexibility of procedural generation. Using a configurable set of rules, DunGen assembles your custom-built rooms (called 'Tiles') into rich, varied dungeon layouts - no two runs need to feel the same.Unlike traditional procedural methods that produce repetitive, sterile layouts, DunGen maintains your creative freedom while delivering replayable and dynamic content.Want a dungeon that starts in a castle, passes through a haunted graveyard, and ends in a boss fight? With DunGen's intuitive flow graph system, you can finely craft the player's experience.Includes a simple top-down dungeon crawler sample project to get you started.Resources: Forum Thread | Documentation | Email SupportHand-Crafted Room DesignCreate each room like any other Unity scene. Add doorways and let DunGen connect them intelligently.Supports All PerspectivesWorks seamlessly in 2D, 3D, top-down, side-scroller, first-person, and more.Flow Graph ControlShape your dungeon's structure using an intuitive node-based interface.Configurable LayoutsFine-tune length, branching, room weights, themes, and more.Multi-Floor SupportCreate verticality effortlessly. Simple add your doorways at different heights and let DunGen handle floor transitions automatically.Controlled RandomizationUse prop components for randomized object placement inside rooms.Lock & Key SystemIntroduce progression mechanics with locked doors and keys (integration requires light scripting).NavMesh IntegrationSupports Unity’s runtime NavMesh generation.Tile InjectionUnique rooms can be injected right into the dungeon generation using either simple rules or custom code. Want a shop to appear at the end of a random branch, but only in the latter half of the dungeon? No problem!Full Source CodeDive deep and customize to your needs.