
Dungeon Builder Pro – Procedural Level Generator with NavMesh & v6.0 Support
Despair
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Procedural dungeon generator with customizable rooms, auto-tiling materials, NavMesh support, and dynamic object & light spawning. Fast, flexible, and perfect for any game genre.Dungeon Builder Pro is a powerful procedural level generator for Unity. It features automatic UV-tiling for clean visuals, NavMesh-ready layouts, and flexible object and light spawning with per-room control. Whether you're building a roguelike or prototyping a level system, it's ready to drop in.If you own the ORIGINAL version of Dungeon Builder Pro, 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.🧮 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 provided a solid foundation for creating basic, single-level dungeons.Single-Level Generation: Creates a dungeon on a single floor.Basic Room & Corridor Layout: Generates rooms of a specified size and connects them with simple, two-unit wide corridors.Core Customization: Allowed setting grid size, room count, and room dimensions.Simple Theming: Supported assigning a single Wall and Floor material for the entire level.Basic Content: Included options for placing a Player prefab and spawning simple decorations within rooms.NavMesh Support: Capable of generating a basic NavMesh for the level.New in Version 2.0 - Multi-Level Architecture & BiomesVersion 2.0 was a massive architectural leap, introducing verticality and environmental variety.✅ Multi-Level Dungeons: The most significant upgrade was the ability to generate dungeons with multiple floors, connected by a levelHeight parameter.✅ Biome System: A comprehensive Biome system was introduced. Instead of single materials, you can now create distinct Biomes, each with its own: Wall, Floor, and new Roof materials. Customizable lighting (intensity and range). Enemy spawning (defining prefabs, count, and chance). Advanced decoration options, including wall-mounted decorations.✅ Inter-Level Connectivity: Automatic ladder generation was added to connect overlapping rooms between different levels.✅ Exit Portal: An exitPortalPrefab was added to define a clear endpoint for the dungeon.✅ Advanced Wall Generation: The wall generation logic was improved for better optimization and to support wall decorations.New in Version 3.0 - Advanced Algorithms & Pro WorkflowVersion 3.0 focuses on professional-grade control, vastly expanded variety, and critical workflow enhancements.Core Generation & Variety✅ Multiple Generation Algorithms: Choose between the classic Rooms & Corridors or the new Cellular Automata algorithm to create more organic, cave-like layouts.✅ Seed-Based Generation: A critical new feature that allows you to generate specific, reproducible level layouts using a seed. Perfect for testing, debugging, and sharing your creations.✅ Randomized Room Count: Instead of a fixed number, you can now set a minimum and maximum range for the room count, adding more unpredictability and variety to your dungeons.Layout & Storytelling Control✅ Dungeon Flow Graph: Go beyond random generation. This new system (previously called Sequential Biomes) allows you to define a logical path for the player, ensuring a hand-crafted, story-driven experience (e.g., Start → Puzzle Room → Treasure Room → Boss → Exit).✅ Room Connection Styles: Control how your dungeon feels by choosing between Direct room-to-room connections for an open feel or traditional Corridors for a classic dungeon crawl.Workflow & Quality of Life (QoL) Improvements✅ Advanced Prefab Saving: The "Save As Prefab" function is now more powerful than ever. It not only bakes the NavMesh directly into the prefab but also copies all materials, creating a truly standalone, drag-and-drop ready level.✅ Instant Generation: Generate and clear your dungeon with a single click directly from the Inspector for rapid iteration.✅ Bug Fixes & Refinements: Includes key improvements, such as a fix for the "Place Along Walls" feature, ensuring more stable and reliable object placement.✅ Optimization: The core script has been refined for a faster, more optimized workflow, especially for modern engines.Used AI just for the thumbnail creation.All the code and functionalities were created without AI by Human Brain