
Level Generator Pro – Procedural Dungeons, Mazes, NavMesh & v6.0 Support
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Procedural level generator for Unity featuring dungeons, mazes, with navmesh, lighting, decorations, and player/object spawning support.🧩 Level Generator Pro – Procedural Dungeons & MazesCreate dynamic, replayable levels in seconds! Level Generator Pro lets you generate richly detailed procedural dungeons and mazes with full NavMesh support, lighting, decorations, and player/object spawning. Perfect for roguelikes, puzzle games, or any title needing procedural level content.⚡ 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, 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.🏰 Dungeon Generator – Randomly builds interconnected rooms and corridors using room placement and corridor carving.🌀 Maze Generator – Uses DFS-based generation with start/end control and wall structure.🌲 BSP Dungeon (Placeholder) – (BSP mode exists in enum but not implemented yet.)🧍♂️ Player Spawning – Optionally places a player prefab at dungeon or maze start.💡 Lighting System – Adds random point lights to rooms based on chance value.🪑 Decoration System – Randomly places prefabs in rooms using configurable entries and offsets.🧭 NavMesh Baking – Automatically generates walkable navigation mesh after level build.🧱 Optimized Wall & Floor Generation – Combines floor/wall meshes into efficient segments with material tiling.🎲 Random Object Spawning (Maze) – Places specified prefabs at unique random maze positions.🗺️ Customizable Sizes – Full control over grid dimensions, room sizes, maze cells, and tile scaling.🧪 Seeded Randomness – Allows fixed or randomized generation via seed value.🎮 Auto-Generation Option – Automatically builds level at scene start for rapid 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.