Dungeon Generator - WFC Level Builder, Live Painting & NavMesh
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Build connected, playable WFC dungeons with live painting, stacked floors, six themes, runtime NavMesh agents, gameplay hooks, dungeon codes, 2D export, and a complete URP art kit.Generate complete, connected dungeons from a seed, then art-direct the result without leaving the scene. Dungeon Generator combines a deterministic wave-function-collapse core with modular 3D construction, live terrain painting, stacked floors, runtime navigation, gameplay hooks, sharing, and editor tooling.Build a dungeon in the Inspector, drive it from C#, or use the engine-independent model as pure data for a custom renderer. The included interactive demo exposes the generation, painting, themes, lighting, models, NavMesh, agents, gameplay, sharing, and export workflows in one place.The package also includes a ready-to-use stone art kit, six live-swap themes, furnished room purposes, player and zombie examples, procedural audio, and complete source code, so it supports both rapid prototypes and deeper production customization.Demo Showcase | View Online Documentation💡 WHY DUNGEON GENERATOR• CONNECTED BY DESIGN - a post-solve connectivity pass adds legal doorways until every walkable region is reachable.• DETERMINISTIC AND EDITABLE - seeds reproduce layouts while paint, erase, perturb, stamp, restyle, and undo tools let you direct the result.• VERTICAL LEVELS - combine stacked floors, spiral stairwells, terraces, basement levels, bridges, and optional ceilings.• PLAYABLE SYSTEMS INCLUDED - bake runtime navigation, spawn a click-to-move explorer and zombie population, and connect chests, traps, keys, and gates to your game logic.• SOURCE INCLUDED - inspect, extend, reskin, or integrate the complete C# runtime and editor implementation.⭐ KEY FEATURES• Weighted WFC generation with propagation, backtracking, carving, decoration, and deterministic seeds.• Rectangle, ellipse, diamond, and cross footprints with grid sizes from compact rooms to large layouts.• Live Cave, Grave, Void, and Canal painting with local re-solving, exact tile stamps, wall editing, and undo.• Stone, Crypt, Moss, Blocks, Rough, and Sewer themes that swap the generated dungeon in place.• One to three solved floors connected by spiral stairs, with optional terraces and basement levels.• Runtime navigation, route display, click-to-move player, and adjustable zombie population.• Key-lock progression, furnished room purposes, treasure, chests, traps, gates, and event callbacks.• Deterministic spawn rules for project prefabs based on depth, terrain family, chance, cap, and wall alignment.• Shareable dungeon codes that preserve settings, solved tiles, and hand edits.• Dungeon Designer window, minimap, overlays, validator, PNG export, and 2D rasterization workflow.• Bundled modular art, themes, prop variations, procedural audio, demo scene, and WebGL-ready demo source.• Model swapping for supported structural, prop, player, and zombie slots, including OBJ import paths.🚀 HOW IT WORKS• Create a generator from GameObject > Dungeon Kit > Dungeon Generator.• Choose a seed, grid size, footprint, carving, floor, progression, decoration, and weight settings.• Press Generate to solve the logical plan and build the modular dungeon under the component.• Paint terrain, stamp exact pieces, select individual walls, swap a theme or model, and undo as needed.• Bake navigation, spawn agents, attach project content through spawn rules, or query the plan from code.• Save a dungeon code or export a 2D representation when the layout is ready.🎁 WHAT'S INCLUDED• Full runtime and editor C# source.• WFC solver, plan data, generation settings, query API, and serialization.• Modular stone meshes, textures, materials, prefabs, props, and six themes.• Generator Inspector, Dungeon Designer, setup tools, minimap, overlays, and validation tools.• Interactive demo scene with generation, painting, floor, theme, lighting, model, NavMesh, agent, and export controls.• EditMode and PlayMode test assemblies covering the core and Unity-facing workflows.• One self-contained HTML manual with setup, API examples, customization, troubleshooting, and support.📦 CAPABILITY BOUNDARIES• The bundled visual kit is designed for the Universal Render Pipeline; use your own library assets when targeting another rendering setup.• The runtime OBJ importer covers the supported demo swap slots; production import pipelines with custom materials, rigs, or formats remain project-specific.• The included NPCs demonstrate navigation and wandering behavior rather than a complete combat or RPG AI framework.• Online hosting is not included; the package supplies the demo source and a prepared WebGL build for deployment.**THIRD-PARTY CONTENT**None. The bundled stone art kit is not sourced art - its textures, meshes, materials and prefabs are baked by editor tools that ship inside the package (Tools > Dungeon Kit > Build Demo Assets), and the sound effects are synthesised by the included audio factory. No third-party fonts, images, audio, icons, shaders, DLLs, native binaries or third-party source code are included; see Third-Party Notices.txt file in package for details.📧 SUPPORT & QUESTIONSFor questions, bug reports, or feature requests, contact:szekipapa77@gmail.com🤖 AI-ASSISTED CONTENT DISCLOSUREPortions of the included C# source code were created with AI-assisted code-generation tools, primarily Claude Code and, to a smaller extent, GPT-based models via Codex. All AI-generated code was manually reviewed, modified, and integrated to ensure correctness, performance, maintainability, and compatibility with the overall project. These services are not required at runtime.🧩 GENERATION CORE• Runtime component: `DungeonGenerator` in the `DungeonKit` namespace.• Pure model: `DungeonModel` solves into `DungeonPlan` without requiring a GameObject renderer.• Solver: minimum-entropy weighted collapse, constraint propagation, chronological backtracking, and deterministic random selection.• Tile logic: edge sockets cover floor, void, cave, grave, canal, wall ownership, culverts, rims, and fences.• Connectivity: disconnected walkable regions are joined with legal doorway placement after solving.• Generation data: seed, grid, footprint, carving, decoration, progression, and tile-weight profiles are exposed through `GenerationSettings`.• Source access: complete C# runtime and editor source is included.🎨 BUILDING AND ART DIRECTION• Builder: composes each solved cell from modular floors, wall segments, openings, channels, rims, fences, props, and effects.• Library: `TileModuleLibrary` exposes replaceable prefab slots and tile scale.• Themes: Stone, Crypt, Moss, Blocks, Rough, and Sewer material sets swap at runtime.• Variation: supported walls, broken walls, pillars, props, characters, and structural slots provide bundled model alternatives.• Floors: `DungeonStack` creates one to three independently solved levels with stairs, hatches, and navigation links.• Large maps: `DungeonCulling` hides cells outside a configurable distance from the assigned focus.🖌️ EDITING AND SERIALIZATION• Cell editing: `PaintCell`, `EraseCell`, and `PerturbCell` update a local neighborhood and rebuild affected output.• Structural editing: exact rotated tile stamps and Select-mode segment changes cover doors, gates, windows, broken walls, and torches.• History: user edits support undo.• Sharing: `SaveCode()` serializes settings, the solved plan, and manual edits; `LoadCode()` restores the result.• Queries: `DungeonQuery` exposes depth, normalized depth, critical-path membership, dead ends, and filtered deterministic cell selection.• 2D output: `Dungeon2D.Rasterize` produces engine-independent roguelike-style raster data.🎮 RUNTIME GAMEPLAY• Navigation: `DungeonNavMesh` derives agent-ready walkability from the generated plan.• Player: `DungeonPlayerSpawner` creates the included click-to-move explorer at the entrance.• Agents: `DungeonNpcSpawner` manages adjustable procedurally animated zombie populations.• Progression: solved plans expose locked edges and key cells placed in a traversable order.• Events: `DungeonEvents` reports chest opening, trap activation, key collection, and gate unlocking.• Spawning: `DungeonSpawnRules` places project prefabs deterministically by depth, terrain family, probability, cap, and wall alignment.• Audio: included DSP-generated clips cover ambience, water, doors, zombies, chests, and traps.🛠️ EDITOR AND DEMO• Creation menu: GameObject > Dungeon Kit > Dungeon Generator creates a configured generator and locates the bundled library.• Inspector: generation, display, editing, validation, and runtime controls are exposed through a custom editor.• Designer: a dedicated Dungeon Designer window provides generation, presets, minimap preview, and dungeon-code workflows.• Setup: the URP setup tool describes proposed project-setting changes before applying them.• Demo: the included scene exposes the generator, floor, paint, theme, lighting, model, navigation, agent, sharing, and export controls.• Model import: supported swap slots can use bundled alternatives or external OBJ geometry through platform-appropriate picker paths.AI-assisted code generation tools were used during development, primarily Claude Code for generating C# code, with a small proportion of assistance from GPT-based models (via Codex). All AI-generated code was manually reviewed, modified, and integrated to ensure correctness, performance, maintainability, and compatibility with the overall project.




