
Level Generator Pro 2.0 - Procedural Dungeons, Mazes, NavMesh & Object Spawning
Despair
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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!Supported Render Pipelines:✅ Standard/Built-In✅ Universal✅ High-DefinitionFor a list of features, see Technical Details.🔷 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.