tag:userecho.com,2024-03-28:/feeds/topics/nl//Daedalus2017-01-27T18:35:57+00:00tag:daedalus.userecho.com,2017-01-27:/communities/1/topics/70-can-a-2d-minimap-of-a-3d-physical-map-be-generated-from-the-same-random-seed-number/2017-01-27T18:35:57+00:002017-01-27T18:35:57+00:00Can a 2D-minimap of a 3D-physical map be generated from the same random seed number? [vragen] [beantwoord]<p>Hello.</p><p><br></p><p>I love your product! It's working <em>great</em> for my game!</p><p><br></p><p>I'm currently working on a 3D sci-fi roguelike game with your 3D sci-fi assets, each level being created according to a stored random seed number.</p><p><br></p><p>I was wondering if it is possible to create and display a simple, yet accurate, 2D minimap of each randomly-generated 3D-level by using the same random seed number for both?</p><p><br></p><p>Or, is there any other way to do this with Daedalus (but WITHOUT the use of another camera or RenderTexture)?</p><p><br></p><p>Thank you for your time,</p><p>Doug</p><br/><br/> Daedalus replied:<br/><p>These are the exposed functions/data you can currently get your hands on:<br><br><span><a href="http://daedalus.artskillz.net/daedalus-documentation/#Exposed_Methods">http://daedalus.artskillz.net/daedalus-documentation/#Exposed_Methods</a></span></p>Doughttps://daedalus.userecho.com/users/46-doug/topics/tag:daedalus.userecho.com,2017-01-21:/communities/1/topics/71-adding-a-script-to-check-for-existing-player-and-instantiate-or-move/2017-01-21T11:50:05+00:002017-01-21T11:50:05+00:00Adding a Script to Check For Existing Player and Instantiate or Move [vragen] <p>Hey guys,</p><p><br></p><p>I'm trying to figure out a good way to check for a player prefab on new level generation and then instantiate if there is none or move it if there isn't. The point of this is to replace the player prefab placement methods that already exist which destroy existing player prefabs and instantiate a new instance. I want to keep the player no matter how many new maps are generated and then just move him to the entrance when the new one is generated. I've tried several ways and I keep running into errors because I'm not connecting the scripts in the right places or its trying to reference an object that is destroyed when a new map is generated. I would really appreicate a nudge in the right direction if anyone has ideas.</p><br/><br/> Ryan Lamb replied:<br/><p>I figured it out and will be happy to share the sloppy, but working solution with anyone interested.</p>Ryan Lambhttps://daedalus.userecho.com/users/47-ryan-lamb/topics/tag:daedalus.userecho.com,2016-12-27:/communities/1/topics/50-suggestion-pre-made-room-prefabs/2016-12-27T11:29:08+00:002016-12-27T11:29:08+00:00Suggestion: pre made — Room prefabs [ideeën] [voltooid]Hi,<br><br>I absolutely love the tool. However, so far I wasn't able to add pre made rooms to my levels using the tool. ( Or i am missing something )<br><br>In my humble opinion ( or at least current game) It would be very beneficial.<br>Of course I can always alter a randomized level by placing them manually.<br><br>But I think It would be great to be able to drag in some pre-defined rooms and be able to add them to the randomizer.<br><br>Another suggestion is mentioned before. A slot for enemy or object spawns could be great.<br>I've altered the script ( with a backup) to do this manually. But I can see how it could improve it overal.<br><br>Thank you!<span><br><br></span><br/><br/> Daedalus replied:<br/><p>About the prefab rooms, did you try the Section Maps?</p>Anoniemtag:daedalus.userecho.com,2016-10-15:/communities/1/topics/69-impossible-path/2016-10-15T02:42:01+00:002016-10-15T02:42:01+00:00impossible path [vragen] <p><br></p><p><img src="/s/attachments/12751/1/43/2a04d27ce29293b9af8292464fa4c903.png"></p><p><br></p><p>sometimes map generated like this.</p><p>i checked what value i changed ( * mark)</p><p>i want very few road, how can i fix it?<br>and thanks for to make this plugin its so helpful me :)</p><p><br></p><br/><br/>voorgesteld door: ransuzransuzhttps://daedalus.userecho.com/users/43-ransuz/topics/tag:daedalus.userecho.com,2016-10-15:/communities/1/topics/68-i-think-selectionobjecttypewalkable-is-wrong-at-2d/2016-10-15T00:56:23+00:002016-10-15T00:56:23+00:00i think SelectionObjectType.Walkable is wrong at 2d [technische problemen] [under review]<p>when use this</p><p>it include floor tile of wall position</p><p>i was used this method for spawn monster by random position in walkable tile</p><p>but in this version monster spawn on wall til</p><br/><br/> ransuz replied:<br/><p>omg, it really work!<br></p><p>thank you so much :) i was too folly</p><p>wow. this plugin is really professional, i didn't think about that feature(destructible environments)</p><p>and thank you for fast answer.</p>ransuzhttps://daedalus.userecho.com/users/43-ransuz/topics/tag:daedalus.userecho.com,2016-09-11:/communities/1/topics/67-stairs-sometimes-go-out-of-bounds/2016-09-11T16:52:59+00:002016-09-11T16:52:59+00:00Stairs sometimes go out of bounds [technische problemen] [started]<p>Hi</p><p>I have the latest and sometimes get stairs positioned badly and it will not have enough room e.g. it will go through the wall where I cannot reach to go up.</p><p><br></p><p>I have tried to make the generation map bigger to help 12x12 map, 5x5 room and 3 rooms to help but ideally I'd like to have smaller rooms or rectangular rooms that work with stairs in all places.</p><p><br></p><p>Any ideas of a fix for this?</p><p><br></p><p>Thanks</p><br/><br/> Daedalus replied:<br/><p>Yeah, ladders were designed to be more "generic" (e.g., some way to get up/down to the next floor, for example an elevator). Also, tile size plays an important role to avoid ladders/stairs block doorways. In general, something needs to be done to better handle the situation.<br><br>"Force ladder" (in Rooms Only, for example) could be a thing.</p>Anoniemtag:daedalus.userecho.com,2016-07-29:/communities/1/topics/66-2d-directional-tiles-u-and-l-type-tiles/2016-07-29T18:30:39+00:002016-07-29T18:30:39+00:002d directional tiles / U- and L-type tiles [vragen] [beantwoord]<p>Hi there</p><p><br></p><p>First: I love Daedalus, it´s a great asset!</p><p><br></p><p>I created a 2d dungeon with directional tiles and wanted to place sprites on the corner tiles by making the sprites children of the prefab tiles (which are U- and L-type tiles). Problem: The tiles are rotated by the generator depending on their direction, so the sprites attached to them get rotated, too. And that mustn´t happen, because my sprites have to always point at the same direction. Without directional tiles there´s no rotation, but then I wouldn´t know whether a tile is a corner or not (there´s only type "corridorfloor"). </p><p><br></p><p>Is there a way to prevent rotation of directional tiles? Or is it somehow possible to mark non-directional tiles as corners, if they are corners? </p><p><br></p><p>I hope my explanation is understandable :-) I just don´t want a sprite attached as child to a 2d directional tile get rotated with the tile.... </p><p><br></p><p>Regards</p><p> </p><br/><br/> Daedalus replied:<br/><p>Glad it helped! Please let us know if you need anything else.</p>Lars Tremmelhttps://daedalus.userecho.com/users/41-lars-tremmel/topics/tag:daedalus.userecho.com,2016-04-21:/communities/1/topics/63-some-questions-about-prefab-size-and-small-objs/2016-04-21T05:28:08+00:002016-04-21T05:28:08+00:00Some questions about prefab size and small objs [vragen] [beantwoord]Hi, just taken a look at videos of daedalus, looks great for level generation.<br><br>I have some detailed questions:<br><br><strong>1. It looks like the all cells are of same size? </strong><br>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 ).<br>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.<br><br><strong>2. is it possible to place small objects automatically?</strong><br>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.<br>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.<br>So just want to make sure if you guys have features alike.<br><br>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.<br><br>At last, great product, hope to see more great updates. :)<br><br/><br/> Daedalus replied:<br/><p>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 <a href="http://www.tenebraegame.com/wp-content/uploads/2016/04/tenebrae-dungeon.gif">this</a> or <a href="http://oi65.tinypic.com/25z4gnt.jpg">this</a>, I guess it's similar to what you're looking for, right?).<br><br>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.<br><br></p>tmpxyzhttps://daedalus.userecho.com/users/27-tmpxyz/topics/tag:daedalus.userecho.com,2015-12-12:/communities/1/topics/59-problems-adding-3d-physical-map-behaviour/2015-12-12T16:15:17+00:002015-12-12T16:15:17+00:00Problems adding 3D Physical Map Behaviour [technische problemen] <p>I have an issue when I add 3D Physical map Behaviour component over my game object, how I can to fix it?</p><p><br></p><p><img src="/s/attachments/12751/1/38/e0fc601e5776d45573e1a2217a5346f3.png"></p><br/><br/>voorgesteld door: berbeliasberbeliashttps://daedalus.userecho.com/users/38-berbelias/topics/tag:daedalus.userecho.com,2015-12-09:/communities/1/topics/23-room-specific-styles/2015-12-09T05:41:24+00:002015-12-09T05:41:24+00:00Room specific styles [ideeën] <p>Being able to access room information is good, but it would be nice to be able to choose the styles within a room that is generated so that one room can have specific assets/textures and another have different other ones.</p><br/><br/>voorgesteld door: AnoniemAnoniemtag:daedalus.userecho.com,2015-06-02:/communities/1/topics/24-entrance-andor-exit-outside-of-map-when-generating-with-xy-or-yz-orientation/2015-06-02T03:59:01+00:002015-06-02T03:59:01+00:00Entrance and/or exit outside of map when generating with XY or YZ orientation? [technische problemen] [fixed]Occasionally, the entrance and/or exit will be placed outside of the map (where they player should not be going) if I use XY or YZ orientation for map generation. I have confirmed this using the StandardMapPrefab to ensure it is not the fault of my own resources.<br/><br/> Sean Liska replied:<br/>I'm noticing a similar issue where the start position is not spawning correctly with the position of the character. Sometimes with sparseness up this can lead to the character being stuck in walls or in an open space. <br><br>After experimenting some more it seems this is because my object is not being destroyed and it is spawning using the location of the nav points. If I just watch the character after it hits an exit I notice it will try to walk all the way back to the starting point where it should be. lol Seems to be an error on my end.<br><br>Thanks for this product. It's very fun to use.Anoniemtag:daedalus.userecho.com,2015-05-19:/communities/1/topics/55-fantasy-assets/2015-05-19T12:46:09+00:002015-05-19T12:46:09+00:00Fantasy assets [vragen] [under review]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 ?<br><br>Thanks,<br>Thierry<br><br><br/><br/> Daedalus replied:<br/>Daedalus does not have a "fixed" size for the assets, they may be of any size. While generating, the code will automatically examine the prefab you supply and set a default tile size.<br><br>What problem are you experiencing?thierry_st_malohttps://daedalus.userecho.com/users/34-thierry_st_malo/topics/tag:daedalus.userecho.com,2015-04-02:/communities/1/topics/38-player-falls-through-floor/2015-04-02T06:09:59+00:002015-04-02T06:09:59+00:00Player falls through floor [vragen] [beantwoord]Hi,<br><br>I'm successfully generating a random dungeon (which is awesome by the way), but when I add a player and use the standard 1st person controller, the player always falls through the floor. I've tried adding mesh colliders but with no luck.<br><br>Where am I going wrong?<br><br>Thanks in advance :)<br/><br/> Daedalus replied:<br/>Anoniemtag:daedalus.userecho.com,2015-04-02:/communities/1/topics/64-some-ideas/2015-04-02T06:09:34+00:002015-04-02T06:09:34+00:00Some ideas [ideeën] [voltooid]Brace yourself, here come some ideas heading your way!<br>1. Unlimited (Or greatly increased) size limit (You already are looking into this, right?)<br>2. Multiple floors<br>3. Adjustable tile sizes<br>4. Greatly customisable maze styles (imagine going through a forest-themed maze with no identifiable tiles)<br>5. Customisable room styles (Only one room has a particular wall style while the rest are standard)<br>6. More algorithms! (You're probably also looking into this one too)<br>7. Alternate paths to the end rather than just one. (Probably goes under more algorithms)<br><br/><br/> Daedalus replied:<br/>Anoniemtag:daedalus.userecho.com,2015-04-02:/communities/1/topics/12-occasional-missing-floor-section/2015-04-02T06:07:45+00:002015-04-02T06:07:45+00:00Occasional missing floor section [technische problemen] [fixed]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?<br><br>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:<br><br>m_dungeonInstance = (GameObject) Instantiate(m_dungeonPrefab, transform.position, transform.rotation);<br>if (m_dungeonInstance != null) {<br><div style="margin-left: 20px;">m_genBehavior = m_dungeonInstance.GetComponent<GeneratorBehaviour>();</div><div style="margin-left: 20px;">m_genBehavior.Generate();</div>}<br><br>Console:<br><br>Map is too small. Decreasing max room height to 5<br>UnityEngine.Debug:Internal_Log(Int32, String, Object)<br>UnityEngine.Debug:LogWarning(Object)<br>RoomGenerator:CheckDimensions(VirtualMap) (at Assets/Daedalus_Core/Scripts/Generation/RoomGenerator.cs:24)<br>RoomGenerator:CreateRooms(VirtualMap) (at Assets/Daedalus_Core/Scripts/Generation/RoomGenerator.cs:43)<br>VirtualMap:CreateRooms() (at Assets/Daedalus_Core/Scripts/Generation/VirtualMap.cs:173)<br>VirtualMapGenerator:Generate(Int32, Int32, Boolean, Int32, VirtualMap) (at Assets/Daedalus_Core/Scripts/Generation/VirtualMapGenerator.cs:41)<br>GeneratorBehaviour:Generate() (at Assets/Daedalus_Core/Scripts/Generation/GeneratorBehaviour.cs:124)<br>FireItUp:Start() (at Assets/Scripts/FireItUp.cs:22)<br><br><br>(Filename: Assets/Daedalus_Core/Scripts/Generation/RoomGenerator.cs Line: 24)<br><br><br>Map is too small. Decreasing max room width to 3<br>UnityEngine.Debug:Internal_Log(Int32, String, Object)<br>UnityEngine.Debug:LogWarning(Object)<br>RoomGenerator:CheckDimensions(VirtualMap) (at Assets/Daedalus_Core/Scripts/Generation/RoomGenerator.cs:28)<br>RoomGenerator:CreateRooms(VirtualMap) (at Assets/Daedalus_Core/Scripts/Generation/RoomGenerator.cs:43)<br>VirtualMap:CreateRooms() (at Assets/Daedalus_Core/Scripts/Generation/VirtualMap.cs:173)<br>VirtualMapGenerator:Generate(Int32, Int32, Boolean, Int32, VirtualMap) (at Assets/Daedalus_Core/Scripts/Generation/VirtualMapGenerator.cs:41)<br>GeneratorBehaviour:Generate() (at Assets/Daedalus_Core/Scripts/Generation/GeneratorBehaviour.cs:124)<br>FireItUp:Start() (at Assets/Scripts/FireItUp.cs:22)<br><br/><br/> Daedalus replied:<br/>hoodoohttps://daedalus.userecho.com/users/22-hoodoo/topics/tag:daedalus.userecho.com,2015-04-02:/communities/1/topics/19-curious-when-next-update-will-be-minor-fix-for-unity-5/2015-04-02T06:07:23+00:002015-04-02T06:07:23+00:00Curious when next update will be? Minor fix for Unity 5 [vragen] [under review]Hello - just wondering when you are planning the next update to Daedalus and what features will be in it?<br><br>Also, I upgraded my project to Unity 5 and had to rename the "preview" variable because of a conflict with Unity 5 code:<br><br>Assets/Daedalus_Core/Editor/Image Effects/CameraMotionBlurEditor.js(92,36): BCE0004: Ambiguous reference 'preview': CameraMotionBlurEditor.preview, UnityEditor.Editor.preview.<br><br><br/><br/> Daedalus replied:<br/>It's on the AssetStore now :)<br><br>As for the door problem, we'll look into it and let you know!hoodoohttps://daedalus.userecho.com/users/22-hoodoo/topics/tag:daedalus.userecho.com,2015-03-30:/communities/1/topics/13-anyone-tried-the-tile-a-dungeon-art-assets-with-daedalus-eg-tad-sewer-kit/2015-03-30T17:57:21+00:002015-03-30T17:57:21+00:00Anyone tried the Tile-a-dungeon art assets with Daedalus? ( e.g. TAD Sewer Kit ) [vragen] Has anyone tried these, if so do they need adjustment to work as Daedalus assets?<br/><br/>voorgesteld door: AnoniemAnoniemtag:daedalus.userecho.com,2015-02-20:/communities/1/topics/16-find-the-world-position-for-a-room-left-corner/2015-02-20T18:21:47+00:002015-02-20T18:21:47+00:00Find the world position for a room left corner [ideeën] [under review]I am working on a code that will spawn in designed rooms to fill the empty rooms. Is there a way to figure out how to calculate the world position of the room cell<br/><br/> Daedalus replied:<br/>You're welcome! Let us know if you need to know something else.Anoniemtag:daedalus.userecho.com,2015-01-28:/communities/1/topics/9-unable-to-walk-under-the-door/2015-01-28T22:14:28+00:002015-01-28T22:14:28+00:00Unable to walk under the door [ideeën] 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 ?<br><br/><br/>voorgesteld door: AnoniemAnoniemtag:daedalus.userecho.com,2015-01-04:/communities/1/topics/47-spawn-monsters/2015-01-04T14:22:54+00:002015-01-04T14:22:54+00:00Spawn monsters [ideeën] [under review]I would like the ability to automatically spawn monsters in random rooms without any coding or scripting required. Thank you! <br/><br/> SphericalCowGames replied:<br/>Some time ago my team scrapped an RPG that had random object placement. As the project was scrapped we never took the code out of draft1, but it may be usable for you (or at least give you a starting point). You can use it freely, no credit required, and feel free to ask questions if you have them.<br><br>The only setup required is to put empty game objects on floor tiles and label them either "edge" or "center" (exact names are apparent in the script).<br><br>If I remember correctly, we were in the process of going back and turning everything into a percentagePlacement object rather than numbered, but didn't quite get to it.<br><br>Anyway, hope it helps!<br><br><a href="'https://www.dropbox.com/sh/2jxvpzr1ow79msl/AAAdBuYAl6yrBIc3wD1JAtYAa?dl=0">'https://www.dropbox.com/sh/2jxvpzr1ow79msl/AAAdBuYAl6yrBIc3wD1JAtYAa?dl=0</a><br>Anoniemtag:daedalus.userecho.com,2015-01-03:/communities/1/topics/20-isometric-2d/2015-01-03T12:36:11+00:002015-01-03T12:36:11+00:00Isometric-2D [ideeën] [under review]Are there any plans to adding Isometic 2d Dungeon Generation, or if it is there how can I achieve it<br/><br/> Daedalus replied:<br/>Nope, not at this stage.Anoniemtag:daedalus.userecho.com,2014-12-15:/communities/1/topics/21-is-there-a-way-to-save-a-runtime-generated-dungeon/2014-12-15T13:41:26+00:002014-12-15T13:41:26+00:00Is there a way to save a runtime generated dungeon? [vragen] [beantwoord]Hi, I was wondering if there is a way to save dungeons generated at run-time. I would like my players to have the ability to revisit Dungeons during the coarse of their game, and only have new ones generated if it is their first time entering that area.<br/><br/> Daedalus replied:<br/>Anoniemtag:daedalus.userecho.com,2014-11-18:/communities/1/topics/56-what-new-features-do-you-have-planned/2014-11-18T11:01:46+00:002014-11-18T11:01:46+00:00What new features do you have planned? [ideeën] [voltooid]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.<br><br>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.<br/><br/> Lee Prosser replied:<br/>Well personally I would love to see variable corridor widths and some new algorithms, the tile sets from the poll would be good too. Anoniemtag:daedalus.userecho.com,2014-11-17:/communities/1/topics/44-are-you-planning-more-algoritms/2014-11-17T11:20:21+00:002014-11-17T11:20:21+00:00Are you planning more algoritms? [ideeën] [under review]There are some other libraries out such as ProD which provides lots more algorithms for generation, so was wondering if there was any ideas to add any more algorithms etc?<br/><br/> Lee Prosser replied:<br/>Sounds good, I really like the asset but currently I am trying to get a bit more freedom in how the dungeon is generated, like the cavernous cellular automata style etc.Anoniemtag:daedalus.userecho.com,2014-10-18:/communities/1/topics/25-does-daedalus-support-2d-directional-walls/2014-10-18T15:49:24+00:002014-10-18T15:49:24+00:00Does daedalus support 2D directional walls? [vragen] [under review]I was wondering if the level generation system can generate 2D directional walls, like in this <a href="http://youtu.be/xpgHvwLqmWE?t=15s">game</a>? It gives the illusion of a 3d game using sprites.<br><br>Many thanks.<br/><br/> Daedalus replied:<br/>Ah, I see. Sorry but at this stage the closest thing is the picture we posted earlier. We'll take your request as a suggestion for next versions, though.Jamie Whitehttps://daedalus.userecho.com/users/21-jamie-white/topics/tag:daedalus.userecho.com,2014-10-12:/communities/1/topics/46-navmesh-generation/2014-10-12T19:13:31+00:002014-10-12T19:13:31+00:00NavMesh Generation [ideeën] [under review]Anyone know of a way to generate a NavMesh one the dungeon is completed? this might be a limit of unity to generate NavMesh at runtime. Would be a great additional option if one could figure it out.<br/><br/> Daedalus replied:<br/>Unfortunately, you can't generate NavMesh at runtime with Unity, but you can generate it beforehand and use that trick shown in one of the Daedalus videos. There are other options, though: you can use any other package out there that offers runtime pathfinding data generation.Alienhttps://daedalus.userecho.com/users/20-alien/topics/tag:daedalus.userecho.com,2014-10-12:/communities/1/topics/36-generator-button/2014-10-12T16:44:00+00:002014-10-12T16:44:00+00:00Generator button ???? [vragen] [beantwoord]Ive just downloaded this asset and i'm following your videos, I have added the Generator behaviour script but its slightly different that the one in the video and does not have a Generator or save button ?<br/><br/> Daedalus replied:<br/>Anoniemtag:daedalus.userecho.com,2014-10-12:/communities/1/topics/65-share-the-generated-map-between-players/2014-10-12T16:43:45+00:002014-10-12T16:43:45+00:00Share the generated map between players [vragen] [beantwoord]Hello, <br>First of all thanks for making this asset which is really a great job!<br>We are using Daedalus to develop a multiple user online games so we need to share the map. The idea we have so far is that we will have one of the player as the host and a map will be generated on his/her iphone. Afterwards the sigature of this map will be sent to other users and the same maps will then be generated on their devices. Could you help to provide some quick instructions here regarding where inside the lines I can get the "sigature" of the map? which method and the name of the variable?<br><br>Thank you very much!<br><br><br/><br/> Daedalus replied:<br/>Anoniemtag:daedalus.userecho.com,2014-10-12:/communities/1/topics/37-loops/2014-10-12T16:16:24+00:002014-10-12T16:16:24+00:00Loops [vragen] [beantwoord]Hi do you support loops so there are multple paths through the dungeon rather then just a single path? If so is this amount adjustable<br><br/><br/> Daedalus replied:<br/>Anoniemtag:daedalus.userecho.com,2014-10-12:/communities/1/topics/54-top-down/2014-10-12T16:16:11+00:002014-10-12T16:16:11+00:00top down [vragen] [beantwoord]Is it possible to use this with top down style?<br/><br/> Daedalus replied:<br/>Anoniemtag:daedalus.userecho.com,2014-10-12:/communities/1/topics/32-height/2014-10-12T16:16:00+00:002014-10-12T16:16:00+00:00Height ? [ideeën] [voltooid]Does the asset have the ability to create large rooms including height?<br/><br/> Daedalus replied:<br/>Mavarickhttps://daedalus.userecho.com/users/3-mavarick/topics/tag:daedalus.userecho.com,2014-10-12:/communities/1/topics/15-mobile-friendly/2014-10-12T16:15:10+00:002014-10-12T16:15:10+00:00Mobile friendly? [vragen] [beantwoord]Does this dungeon generator perform well on mobile devices when generating random dungeons at runtime? Thank you<br/><br/> Daedalus replied:<br/>Anoniemtag:daedalus.userecho.com,2014-10-12:/communities/1/topics/29-size-of-dungeon/2014-10-12T16:14:49+00:002014-10-12T16:14:49+00:00Size of dungeon [vragen] [beantwoord]How do I make a dungeon bigger? I tried to scale the sizes of the individual prefabs but they just overlapped each other in the generated dungeon. Is there a proper way to make a dungeon bigger? Thank you<br/><br/> Daedalus replied:<br/>Anoniemtag:daedalus.userecho.com,2014-10-12:/communities/1/topics/28-nashmesh-obstacles-doesnt-work-for-unity-free/2014-10-12T16:14:37+00:002014-10-12T16:14:37+00:00Nashmesh Obstacles doesn't work for Unity free? [vragen] [beantwoord]I tried to follow your Navmesh tutorial but the Navmesh Obstacle "carve" option seems to be Unity Pro only. Is there a workaround for Unity Free users? Thank you!<br/><br/> Daedalus replied:<br/>erendanihttps://daedalus.userecho.com/users/4-erendani/topics/tag:daedalus.userecho.com,2014-10-12:/communities/1/topics/11-problem-with-wall-sizetexture/2014-10-12T16:14:30+00:002014-10-12T16:14:30+00:00Problem with wall size/texture [vragen] [beantwoord]Hey ive been trying to figure this out but i keep running into walls (no pun intended).<br><br>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.<br><br>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).<br><br>Below is a link to a screenshot of what im talking about:<br><br><a href="http://i60.tinypic.com/24ovp7b.jpg">http://i60.tinypic.com/24ovp7b.jpg</a><br><br>The large dark grey blocks are the packages walls with my texture, the smaller blocks are mine with the same texture applied. <br><br>As you can see the floor pannels are also mis-sized.<br><br>Is there somewhere i can edit in the package to accept standard cube sized objects as default size? <br><br> - Marak<br><br/><br/> Daedalus replied:<br/>Anoniemtag:daedalus.userecho.com,2014-10-12:/communities/1/topics/42-does-daedalus-work-in-game/2014-10-12T16:14:17+00:002014-10-12T16:14:17+00:00does daedalus work in game? [vragen] [beantwoord]can the program be triggered in game? like when they start the game there would be randomly generated rooms each time they play. <br><br>thank you<br/><br/> Daedalus replied:<br/>Anoniemtag:daedalus.userecho.com,2014-10-12:/communities/1/topics/58-error-with-custom-assets/2014-10-12T15:50:58+00:002014-10-12T15:50:58+00:00Error with Custom assets [vragen] [beantwoord]I can generate a basic 3d mesh map with the provided default assets as well as the demo sci-fi scene without issues.<br><br>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.<br><br><img src="/s/attachments/12751/1/20/46f7a4510fdcfc74e6786b745344fe95.png"><br><br>Error:<br>Exception: Exception of type 'System.Exception' was thrown.<br>DebugUtils.Assert (Boolean condition) (at Assets/PurchasedAssets/Tools/Daedalus_Core/Scripts/Utilities/DebugUtils.cs:12)<br>DebugUtils.Assert (Boolean condition, System.String message, UnityEngine.Object context) (at Assets/PurchasedAssets/Tools/Daedalus_Core/Scripts/Utilities/DebugUtils.cs:25)<br>DebugUtils.Assert (Boolean condition, System.String message) (at Assets/PurchasedAssets/Tools/Daedalus_Core/Scripts/Utilities/DebugUtils.cs:18)<br>Meshes3DPhysicalMapBehaviour.MeasureTileSize () (at Assets/PurchasedAssets/Tools/Daedalus_Core/Scripts/PhysicalMap/Meshes3D/Meshes3DPhysicalMapBehaviour.cs:53)<br>Meshes3DPhysicalMapBehaviour.MeasureSizes () (at Assets/PurchasedAssets/Tools/Daedalus_Core/Scripts/PhysicalMap/Meshes3D/Meshes3DPhysicalMapBehaviour.cs:41)<br>GeneratorBehaviour.Generate () (at Assets/PurchasedAssets/Tools/Daedalus_Core/Scripts/Generation/GeneratorBehaviour.cs:115)<br>GeneratorBehaviourInterface.OnInspectorGUI () (at Assets/PurchasedAssets/Tools/Daedalus_Core/Editor/Daedalus_Editor/GeneratorBehaviourInterface.cs:102)<br>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)<br>UnityEditor.DockArea:OnGUI()<br><br><br><br>I am running unity 4.6 beta, but the default stuff works, so I would assume other normal assets would as well.<br><br>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.<br>any help would be appreciated.<br><br>here is a shot at the assets im trying to use.<br><br><img src="/s/attachments/12751/1/20/aa7db4ae4e582adddc08976732b0027c.png"><br/><br/> Daedalus replied:<br/>Alienhttps://daedalus.userecho.com/users/20-alien/topics/tag:daedalus.userecho.com,2014-10-06:/communities/1/topics/49-why-are-room-door-prefabs-being-set-to-static/2014-10-06T17:13:38+00:002014-10-06T17:13:38+00:00Why are room door prefabs being set to "static"? [technische problemen] [fixed]For some reason the generator is setting my door prefabs to "static" - this is causing my door controller script to not work.<br><br>It is the same when using the Sci-Fi template, none of the door prefabs used for rooms are working as they are static, leaving my player to simply pass through them.<br/><br/> Jamie White replied:<br/>No problem :) I can wait!<br><br>Many thanks for the update.Jamie Whitehttps://daedalus.userecho.com/users/21-jamie-white/topics/tag:daedalus.userecho.com,2014-09-29:/communities/1/topics/30-problem-with-setting-storey-separation/2014-09-29T15:25:00+00:002014-09-29T15:25:00+00:00Problem with setting Storey Separation [technische problemen] [fixed]Generating a multi-story dungeon using the standard dungeon set components. If I change the Storey separation height to 0 or anything less than 1, then the landings at the top of each stairway are not even with the rest of the floor. Once you climb up the stairs and move off the landing you can see down to the next level. I have the latest version (checked for updates last night).<br><br>Is there a way to fix this?<br><br>Thanks!<br/><br/> Daedalus replied:<br/>Storey Separation is the space between 2 floors. In DungeonSet01 must be set to 1 to fit the stairs height.<br><br>About the lights, it depends on the wall orientation.<br><br>Try this:<br>- duplicate DungeonSet01_CorridorWall01Torch and move the particle system and light to the opposite side torch<br>- set a new name for it<br>- add it as additional variarion in Corridor Wall Variarions.<br><br>It should get more variation.<br>hoodoohttps://daedalus.userecho.com/users/22-hoodoo/topics/tag:daedalus.userecho.com,2014-09-29:/communities/1/topics/17-bug-for-windows-phone-compilation/2014-09-29T14:03:26+00:002014-09-29T14:03:26+00:00Bug for WIndows Phone compilation [ideeën] [voltooid]When compiling for Windows Phone the project gets an error when your dungeon generator system has been added. Works well for other platforms than Windows Store or Windows Phone.<br>The error message is:<br><br>Error building Player: Exception: Error: type `System.Runtime.Serialization.ISerializable` doesn't exist in target framework. It is referenced from Assembly-CSharp.dll at SerializableDictionary`2.<br>Error: type `System.Runtime.Serialization.SerializationInfo` doesn't exist in target framework. It is referenced from Assembly-CSharp.dll at System.Void SerializableDictionary`2::.ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext).<br>Error: type `System.Runtime.Serialization.SerializationInfo` doesn't exist in target framework. It is referenced from Assembly-CSharp.dll at System.Void SerializableDictionary`2::.ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext).<br>Error: method `System.Int32 System.Runtime.Serialization.SerializationInfo::GetInt32(System.String)` doesn't exist in target framework. It is referenced from Assembly-CSharp.dll at System.Void SerializableDictionary`2::.ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext).<br>Error: type `System.Runtime.Serialization.SerializationInfo` doesn't exist in target framework. It is referenced from Assembly-CSharp.dll at System.Void SerializableDictionary`2::.ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext).<br>Error: method `System.Object System.Runtime.Serialization.SerializationInfo::GetValue(System.String,System.Type)` doesn't exist in target framework. It is referenced from Assembly-CSharp.dll at System.Void SerializableDictionary`2::.ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext).<br>Error: type `System.Runtime.Serialization.SerializationInfo` doesn't exist in target framework. It is referenced from Assembly-CSharp.dll at System.Void SerializableDictionary`2::System.Runtime.Serialization.ISerializable.GetObjectData(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext).<br>Error: type `System.Runtime.Serialization.ISerializable` doesn't exist in target framework. It is referenced from Assembly-CSharp.dll at System.Void SerializableDictionary`2::System.Runtime.Serialization.ISerializable.GetObjectData(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext).<br>Error: type `System.Runtime.Serialization.SerializationInfo` doesn't exist in target framework. It is referenced from Assembly-CSharp.dll at System.Void SerializableDictionary`2::System.Runtime.Serialization.ISerializable.GetObjectData(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext).<br>Error: method `System.Void System.Runtime.Serialization.ISerializable::GetObjectData(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)` doesn't exist in target framework. It is referenced from Assembly-CSharp.dll at System.Void SerializableDictionary`2::System.Runtime.Serialization.ISerializable.GetObjectData(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext).<br>Error: type `System.Runtime.Serialization.SerializationInfo` doesn't exist in target framework. It is referenced from Assembly-CSharp.dll at System.Void SerializableDictionary`2::System.Runtime.Serialization.ISerializable.GetObjectData(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext).<br>Error: method `System.Void System.Runtime.Serialization.SerializationInfo::AddValue(System.String,System.Int32)` doesn't exist in target framework. It is referenced from Assembly-CSharp.dll at System.Void SerializableDictionary`2::System.Runtime.Serialization.ISerializable.GetObjectData(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext).<br>Error: type `System.Runtime.Serialization.SerializationInfo` doesn't exist in target framework. It is referenced from Assembly-CSharp.dll at System.Void SerializableDictionary`2::System.Runtime.Serialization.ISerializable.GetObjectData(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext).<br>Error: method `System.Void System.Runtime.Serialization.SerializationInfo::AddValue(System.String,System.Object,System.Type)` doesn't exist in target framework. It is referenced from Assembly-CSharp.dll at System.Void SerializableDictionary`2::System.Runtime.Serialization.ISerializable.GetObjectData(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext).<br><br><br>Please help because I bought this stuff for Windows Phone development in the first place :(<br/><br/> Daedalus replied:<br/>Anoniemtag:daedalus.userecho.com,2014-09-29:/communities/1/topics/39-maze-seed/2014-09-29T09:05:04+00:002014-09-29T09:05:04+00:00Maze Seed [vragen] [beantwoord]Hi, is it possible to regrenerate the same maze twice? ie have a seed so the same level can be replayed<br><br/><br/> Daedalus replied:<br/>Anoniemtag:daedalus.userecho.com,2014-09-29:/communities/1/topics/35-tools/2014-09-29T08:41:16+00:002014-09-29T08:41:16+00:00Tools [ideeën] [voltooid]I just bough this package. I was wondering How to use the tools you are using in your first video - Overview of Standard Map<br/><br/> Daedalus replied:<br/>Anoniemtag:daedalus.userecho.com,2014-09-29:/communities/1/topics/22-cannot-change-the-wall-variations-unity-46-pro-beta/2014-09-29T08:39:42+00:002014-09-29T08:39:42+00:00Cannot change the wall variations - Unity 4.6 Pro Beta [vragen] [beantwoord]I am using the Sci-Fi map generator as a template and am one-by-one replacing each asset. However, I cannot see a parameter to add my wall variations - am I doing something wrong? No matter what I do I keep getting just the two Sci-Fi types being generated everytime.<br/><br/> Daedalus replied:<br/>Anoniemtag:daedalus.userecho.com,2014-09-29:/communities/1/topics/43-can-i-use-it-to-make-an-2d-platform-game-with-ladders/2014-09-29T08:39:03+00:002014-09-29T08:39:03+00:00can i use it to make an 2d platform game with ladders? [vragen] [beantwoord]i'm now making a platform game such as risk of rain,can i use this to make random game level for platform game?<br/><br/> Daedalus replied:<br/>Anoniemtag:daedalus.userecho.com,2014-09-29:/communities/1/topics/5-climb-script-for-ladders/2014-09-29T08:38:27+00:002014-09-29T08:38:27+00:00Climb script for ladders? [ideeën] [declined]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?<br/><br/> Daedalus replied:<br/>Anoniemtag:daedalus.userecho.com,2014-09-29:/communities/1/topics/52-implementing-dungeon-builder-starter-kit/2014-09-29T08:33:18+00:002014-09-29T08:33:18+00:00Implementing Dungeon Builder Starter Kit [vragen] [beantwoord]I want to implement, <br><br><a href="https://www.assetstore.unity3d.com/en/#!/content/4590">https://www.assetstore.unity3d.com/en/#!/content/4...</a><br><br>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?<br><br><a href="https://www.assetstore.unity3d.com/en/#!/content/12867">https://www.assetstore.unity3d.com/en/#!/content/1...</a> <br><br>They have 6x6 10x10 tiles etc.<br><br/><br/> Daedalus replied:<br/>Anoniemtag:daedalus.userecho.com,2014-09-26:/communities/1/topics/6-great-tool-can-we-use-prefab-assets/2014-09-26T06:28:10+00:002014-09-26T06:28:10+00:00Great tool, can we use prefab assets? [vragen] [beantwoord] 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 ). <br/><br/> Daedalus replied:<br/>Hi,<br><br>you can tweak the rotation using a simple Unity cube as father of the Prefab hierarchy.<br><br>- put the wall in your scene, at position 0,0,0 and the correct orientation<br>- create a Unity cube primitive at 0,0,0 position and rotation. Set the size to fit the wall volume.<br>- delete "Box Collder" and "Mesh Renderer" components in the cube<br>- set the wall as child of the cube<br>- save the cube with its content as Prefab<br><br>At this point you need a column with the correct size (floor tile lengh minus the wall lenght).<br>Anoniemtag:daedalus.userecho.com,2014-09-26:/communities/1/topics/7-too-many-doors/2014-09-26T03:27:21+00:002014-09-26T03:27:21+00:00Too many doors [vragen] 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!<br/><br/> IcarusFlight replied:<br/>If you look at the final example image on your Unity Asset Store page, I notice that almost every interior wall in each of the rooms has a door on it. One room looks like it has 9 doors.<br><br>Has this issue been addressed, so that a room will have 1 or maybe 2 doors at most?<br><br>(I'm talking about the image that says "RUNTIME GENERATION Fast Runtime Generation! Give your players a different gaming experience any time they press play!")Anoniemtag:daedalus.userecho.com,2014-09-26:/communities/1/topics/26-easy-way-to-add-door-to-first-floor-of-a-multilevel-building/2014-09-26T03:22:31+00:002014-09-26T03:22:31+00:00Easy way to add door to first floor of a multilevel building? [vragen] [beantwoord]Is there an easy way to add a door to the first floor of a multilevel building? So a player can walk in and out of a building.<br><br>Also, is there a setting to cap a building's top floor with a ceiling so the player doesn't see the sky when the player is on the top floor?<br><br>Thanks!<br/><br/> IcarusFlight replied:<br/>Darn it. Was waiting five months for this. Could you list the step-by-step procedure to get a single door appearing on the ground floor somewhere near the middle of a wall and guaranteed to lead to a room or hallway (and not a rock or unused part of the map)? Anoniemtag:daedalus.userecho.com,2014-09-23:/communities/1/topics/18-is-there-a-limit-on-the-maximum-dungeon-size-of-16/2014-09-23T16:04:35+00:002014-09-23T16:04:35+00:00Is there a limit on the maximum dungeon size of 16? [vragen] [beantwoord]I downloaded the new update yesterday and there seems to be a limit of 16 for the map size in either direction.<br><br>Is this intended?<br><br>Is there a way I can go back to making bigger maps?<br><br>Thanks<br/><br/> bufo replied:<br/>Thanks!bufohttps://daedalus.userecho.com/users/17-bufo/topics/