Daedalus is a random maze and dungeon generator add-on for Unity3D. Its purpose is to give game developers a different and quick way of creating game levels, adding a little bit of randomness to them.
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Answered

Some questions about prefab size and small objs

tmpxyz 10 years ago updated by Daedalus 8 years ago 5
Hi, just taken a look at videos of daedalus, looks great for level generation.

I have some detailed questions:

1. It looks like the all cells are of same size? 
for example, my corridor prefab might be 8x8 meters, and I want to build a room for boss, the room might be 32*32 m,  I already see that daedalus can generate rooms from smaller prefabs, but I want to build the boss room all by myself ( want to place things and decorate it specially ).
So, is it possible to generate the level with different size of prefabs? I could make sure its width is mutliple of the base size.

2. is it possible to place small objects automatically?
Also seen an interesting thing in another "Random Dungeon Generator", which could kind of layout some small objects randomly ( e.g.: furniture, lamps, crates ) in cells.
I have seen that daedalus can use prefabs variations to achieve effects alike, but that would be combination explosion if I have many small objects.
So just want to make sure if you guys have features alike.

Hope to hear from you soon, I don't mean to rush you guys, but I'm really kind of on a tight schedule here.

At last, great product, hope to see more great updates. :)
Answer
Daedalus 8 years ago

It's not implemented yet, though we did something similar in another context (we created a custom dungeon generator from scratch for our game in Unreal Engine 4, and it generates something like this or this, I guess it's similar to what you're looking for, right?).

It's not currently implemented in Daedalus, but you could use a "trick" to achieve something like that: you could just create bigger square sections which have different room size inside of them; in the end they will all be connected on one or more sides, if it makes sense.

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Fixed

Error : ArgumentException , NullReferenceException

Anonymous 10 years ago updated by Daedalus 10 years ago 1
Hi,
Maybe I should be posting over here for support issue .
( posted at unity forum http://forum.unity3d.com/threads/random-dungeon-generator-for-unity.174147/page-3 )
I'm having the errors :-
ArgumentException: Getting control 6's position in a group with only 6 controls when doing Repaint
Aborting
UnityEngine.GUILayoutGroup.GetNext () (at C:/BuildAgent/work/aeedb04a1292f85a/artifacts/EditorGenerated/GUILayoutUtility.cs:513)
UnityEngine.GUILayoutUtility.DoGetRect (Single minWidth, Single maxWidth, Single minHeight, Single maxHeight, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/BuildAgent/work/aeedb04a1292f85a/artifacts/EditorGenerated/GUILayoutUtility.cs:306)
UnityEngine.GUILayoutUtility.GetRect (Single minWidth, Single maxWidth, Single minHeight, Single maxHeight, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/BuildAgent/work/aeedb04a1292f85a/artifacts/EditorGenerated/GUILayoutUtility.cs:297)
UnityEditor.EditorGUILayout.GetControlRect (Boolean hasLabel, Single height, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/BuildAgent/work/aeedb04a1292f85a/Editor/Mono/EditorGUI.cs:6009)
UnityEditor.EditorGUILayout.GetControlRect (Boolean hasLabel, Single height, UnityEngine.GUILayoutOption[] options) (at C:/BuildAgent/work/aeedb04a1292f85a/Editor/Mono/EditorGUI.cs:6004)
UnityEditor.PropertyHandler.OnGUILayout (UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, Boolean includeChildren, UnityEngine.GUILayoutOption[] options) (at C:/BuildAgent/work/aeedb04a1292f85a/Editor/Mono/ScriptAttributeGUI/PropertyHandler.cs:193)

and these errors  :-
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.EditorGUI.BeginProperty (Rect totalPosition, UnityEngine.GUIContent label, UnityEditor.SerializedProperty property) (at C:/BuildAgent/work/aeedb04a1292f85a/Editor/Mono/EditorGUI.cs:3856)
UnityEditor.EditorGUI.DefaultPropertyField (Rect position, UnityEditor.SerializedProperty property, UnityEngine.GUIContent label) (at C:/BuildAgent/work/aeedb04a1292f85a/Editor/Mono/EditorGUI.cs:4343)
UnityEditor.PropertyHandler.OnGUI (Rect position, UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, Boolean includeChildren) (at C:/BuildAgent/work/aeedb04a1292f85a/Editor/Mono/ScriptAttributeGUI/PropertyHandler.cs:144)
UnityEditor.EditorGUI.PropertyFieldInternal (Rect position, UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, Boolean includeChildren) (at C:/BuildAgent/work/aeedb04a1292f85a/Editor/Mono/EditorGUI.cs:4338)
UnityEditor.EditorGUI.PropertyField (Rect position, UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, Boolean includeChildren) (at C:/BuildAgent/work/aeedb04a1292f85a/artifacts/EditorGenerated/EditorGUIBindings.cs:711)
UnityEditor.EditorGUI.PropertyField (Rect position, UnityEditor.SerializedProperty property, UnityEngine.GUIContent label) (at C:/BuildAgent/work/aeedb04a1292f85a/artifacts/EditorGenerated/EditorGUIBindings.cs:706)
GenericChoiceDrawer.OnGUI (Rect position, UnityEditor.SerializedProperty property, UnityEngine.GUIContent label) (at Assets/Daedalus_Core/Editor/Daedalus_Editor/GenericChoiceDrawer.cs:60)

Image 2

any helps ?
Thanks !
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Problems adding 3D Physical Map Behaviour

berbelias 8 years ago 0

I have an issue when I add 3D Physical map Behaviour component over my game object, how I can to fix it?


Image 9

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Answered

Error with Custom assets

Alien 10 years ago updated by Daedalus 10 years ago 8
I can generate a basic 3d mesh map with the provided default assets as well as the demo sci-fi scene without issues.

as soon as I try to swap out the prefabs or create my own Map, add the scripts, etc.  as soon as I hit generate I get this error and nothing is generated.

Image 3

Error:
Exception: Exception of type 'System.Exception' was thrown.
DebugUtils.Assert (Boolean condition) (at Assets/PurchasedAssets/Tools/Daedalus_Core/Scripts/Utilities/DebugUtils.cs:12)
DebugUtils.Assert (Boolean condition, System.String message, UnityEngine.Object context) (at Assets/PurchasedAssets/Tools/Daedalus_Core/Scripts/Utilities/DebugUtils.cs:25)
DebugUtils.Assert (Boolean condition, System.String message) (at Assets/PurchasedAssets/Tools/Daedalus_Core/Scripts/Utilities/DebugUtils.cs:18)
Meshes3DPhysicalMapBehaviour.MeasureTileSize () (at Assets/PurchasedAssets/Tools/Daedalus_Core/Scripts/PhysicalMap/Meshes3D/Meshes3DPhysicalMapBehaviour.cs:53)
Meshes3DPhysicalMapBehaviour.MeasureSizes () (at Assets/PurchasedAssets/Tools/Daedalus_Core/Scripts/PhysicalMap/Meshes3D/Meshes3DPhysicalMapBehaviour.cs:41)
GeneratorBehaviour.Generate () (at Assets/PurchasedAssets/Tools/Daedalus_Core/Scripts/Generation/GeneratorBehaviour.cs:115)
GeneratorBehaviourInterface.OnInspectorGUI () (at Assets/PurchasedAssets/Tools/Daedalus_Core/Editor/Daedalus_Editor/GeneratorBehaviourInterface.cs:102)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean forceDirty, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect, Boolean eyeDropperDirty) (at C:/BuildAgent/work/d63dfc6385190b60/Editor/Mono/Inspector/InspectorWindow.cs:1089)
UnityEditor.DockArea:OnGUI()



I am running unity 4.6 beta, but the default stuff works, so I would assume other normal assets would as well.

I have reset the assets I purchased to make sure there is a collider on them and that they were prefabbed in the correct direction and at zero space.  didn't seem to make any difference.
any help would be appreciated.

here is a shot at the assets im trying to use.

Image 4
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Fixed

Scenes including 'Generator Behaviour' script can't be loaded in Built game runtime (Unity 4.5)

Anonymous 10 years ago updated by Daedalus 10 years ago 6
Hey guys,

I LOVE Daedalus, am getting great results with it in-editor (networked the Random Seed with uLink for multiplayer! :). Play In Editor works fine too.

However if I 'Build' the game to run standalone outside the editor, the Scene which uses Daedalus will refuse to load if even just the Generator Behavious script is included in it (just locks up if loaded directly). Since I use the Runtime Generator script too, it's not an option for me to just delete the Generator Behaviour script from the scene. Perhaps the issue is due to Unity 4.5?(I installed the temporary hack script for the 4.5 Editor, maybe there's a different issue with the Built game?

Any help would be greatly appreciated... otherwise I'll have to give up on Daedalus for my game, since I don't think I can debug why this game is locking up just because the script is included... :-P

Thanks a lot for your help!
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Completed

What new features do you have planned?

Anonymous 9 years ago updated by Lee Prosser 9 years ago 3
Is there any sort of roadmap on what features you have planned? as I picked this up assuming it was just starting out and you were going to be updating it quite frequently, however there seems to be no roadmap and updates seem to be infrequent.

I am sure you have other projects on so it is understandable, but it would be great to know if there are any new features coming to this asset.
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Under review

Fantasy assets

thierry_st_malo 9 years ago updated by Daedalus 9 years ago 1
For me, it seems that the "Fantasy" assets supplied with the product ( which, by the way, is very attractive ) are simply unusable in their original state, their scale being incompatible with the default assets. Where could I find a tutorial or a sample scene ?

Thanks,
Thierry

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Answered

top down

Anonymous 10 years ago updated by Daedalus 10 years ago 2
Is it possible to use this with top down style?
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Answered

Implementing Dungeon Builder Starter Kit

Anonymous 10 years ago updated by Daedalus 10 years ago 8
I want to implement, 

https://www.assetstore.unity3d.com/en/#!/content/4...

This asset package but asset tile sizes are not fitting well. Are you guys planning something that enables to generate dungeons with other asset store assets?

https://www.assetstore.unity3d.com/en/#!/content/1...

They have 6x6 10x10 tiles etc.
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Answered

Is there a way to align columns to walls ?

Anonymous 10 years ago updated by Daedalus 10 years ago 2
Loving this asset so far, but just wanted to ask if its Is there a way to align columns to walls (without extending, though that's what il do if there isnt an option) or are the columns intended to be symmetrical pieces? Id ideally like to have seamless walls in some straight sections (ie.  The columns would be the same shape as the walls), but currently only some of the columns are aligned with the walls as they are rotated the same direction.

Thanks, any help much appreciated!