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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Fixed

Occasional missing floor section

hoodoo 9 years ago updated by Daedalus 9 years ago 5
I often see one floor tile missing in my dungeon, sometimes in a room and sometimes in a corridor.  I have not been able to figure out why or how to fix it.  Any ideas?

I'm using the fantasy dungeon example and I do get several warnings like the following.  I am generating the dungeon at runtime using C# script:

m_dungeonInstance = (GameObject) Instantiate(m_dungeonPrefab, transform.position, transform.rotation);
if (m_dungeonInstance != null) {
m_genBehavior = m_dungeonInstance.GetComponent<GeneratorBehaviour>();
m_genBehavior.Generate();
}

Console:

Map is too small. Decreasing max room height to 5
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:LogWarning(Object)
RoomGenerator:CheckDimensions(VirtualMap) (at Assets/Daedalus_Core/Scripts/Generation/RoomGenerator.cs:24)
RoomGenerator:CreateRooms(VirtualMap) (at Assets/Daedalus_Core/Scripts/Generation/RoomGenerator.cs:43)
VirtualMap:CreateRooms() (at Assets/Daedalus_Core/Scripts/Generation/VirtualMap.cs:173)
VirtualMapGenerator:Generate(Int32, Int32, Boolean, Int32, VirtualMap) (at Assets/Daedalus_Core/Scripts/Generation/VirtualMapGenerator.cs:41)
GeneratorBehaviour:Generate() (at Assets/Daedalus_Core/Scripts/Generation/GeneratorBehaviour.cs:124)
FireItUp:Start() (at Assets/Scripts/FireItUp.cs:22)


(Filename: Assets/Daedalus_Core/Scripts/Generation/RoomGenerator.cs Line: 24)


Map is too small. Decreasing max room width to 3
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:LogWarning(Object)
RoomGenerator:CheckDimensions(VirtualMap) (at Assets/Daedalus_Core/Scripts/Generation/RoomGenerator.cs:28)
RoomGenerator:CreateRooms(VirtualMap) (at Assets/Daedalus_Core/Scripts/Generation/RoomGenerator.cs:43)
VirtualMap:CreateRooms() (at Assets/Daedalus_Core/Scripts/Generation/VirtualMap.cs:173)
VirtualMapGenerator:Generate(Int32, Int32, Boolean, Int32, VirtualMap) (at Assets/Daedalus_Core/Scripts/Generation/VirtualMapGenerator.cs:41)
GeneratorBehaviour:Generate() (at Assets/Daedalus_Core/Scripts/Generation/GeneratorBehaviour.cs:124)
FireItUp:Start() (at Assets/Scripts/FireItUp.cs:22)
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Answered

Problem with wall size/texture

Anonymous 10 years ago updated by Daedalus 9 years ago 5
Hey ive been trying to figure this out but i keep running into walls (no pun intended).

Using my own prefabs for  the walls always generates them at an incorrect size(too small) and any modifications to the size of the prefab do not matter on dungeon generate.

I tried switching the mesh to the same as the ones that come with the package, but this creates a problem with textures (mine wont apply correctly to your mesh's, i have no idea why thats happening, but ive tried exporting my own fbx objects and applying my textures and they fail aswell - im definatly missing something texture wise).

Below is a link to a screenshot of what im talking about:

http://i60.tinypic.com/24ovp7b.jpg

The large dark grey blocks are the packages walls with my texture, the smaller blocks are mine with the same texture applied.   

As you can see the floor pannels are also mis-sized.

Is there somewhere i can edit in the package to accept standard cube sized objects as default size?  

- Marak
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Answered

Why must my maps contain an ExitTrigger object?

Anonymous 10 years ago updated by Daedalus 10 years ago 2
I have found when using the RunTimeGeneratorBehavior that an object appears in the DynamicMap folder called ExitTrigger. It has a 5x5x5 box collider and calls RuntimeGeneratorBehavior, causing the maze to regenerate around the player when entered. This happens even if "Generate Entrance and Exit" is unchecked. I cannot find this object in my project folder, so it would appear that it is being created at runtime. I would very much like it if my maps did not regenerate while the player is still in them, and would enjoy the ability to specify my own events to occur when the player reaches the exit, if any.
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Unable to walk under the door

Anonymous 9 years ago 0
After generating the Dungeon with 'Place doors in Passages' option checked, my character unable to go through the doors. It is walking all over fine except through the door. Please advice ?
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Too many doors

Anonymous 10 years ago updated by IcarusFlight 10 years ago 6
How do I minimize the number of doors in a room? The documentation mentions a "door density" option but I don't see where that option is. Some of my rooms literally have a door on every single wall. I would like each room to have 1 or 2 door max. Thanks!
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Answered

Great tool, can we use prefab assets?

Anonymous 10 years ago updated by Daedalus 10 years ago 1
 This is such a useful tool. Was just wondering, is there a way we can adapt prefab assets ( e.g. the excellent "Shanty Town" walls & doors on the Asset Store ) for position & rotation before passing them to the Daedalus generator? There are some spiffy walls on there, but if the default rotation isn't what Daedalus wants, it doesn't seem to matter what transforms I add to the prefab, Daedalus will draw it at the same angle ( i.e. 90 degrees out of whack ). 
0
Declined

Climb script for ladders?

Anonymous 10 years ago updated by Daedalus 10 years ago 3
Because I'm a complete noob in terms of scripting, would you find it a good idea to add in a script to make the ladders climbable? Or should that just be left to us to do?