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Glad you sorted it out! Enjoy using Daedalus.
Yep, surely something went wrong in the first import. Daedalus needs all those files in the Editor folder for its interface. Let us know if everything works fine or if you need something else.
Looks like custom editors are not being loaded. Do you have a GeneratorBehaviourInterface.cs file in the Editor folder? Unity needs that to draw the inspector interface, otherwise it won't work.

Is this one of the example scenes? Also, did you just import Daedalus in an empty project, or something else was there prior the import?
Well, that's really weird. What version of Unity are you using?
Hi, did you try to open one of the example scenes that come with the package? Just start from there, the GUI didn't change from those videos, so you should have the same exact interface, maybe you're missing something?
Hi! Glad you are enjoying Daedalus.

Seed-based generation is what you're looking for.

In your scenario, you may want to have the server (be it a master server or a player acting as the server) make all the clients load the same scene, where you have set up the dungeon beforehand (e.g., plugging in art assets, set generation parameters, etc.); then the server generates a random seed (an int number) and passes it to the clients, which will then generate the same map.

You have to enable 'Use Seed' option in the Generator Behaviour inspector in order to do that.

Let us know if you need to know anything else. Also, please keep us updated about your game! We'd love to see how Daedalus is being used in other people's games.
Yes, this is one of the main features of Daedalus. You can generate dungeons at runtime.
We have tried the new version (which will be in the store in a few days) with your values and it seems to work fine. Once you update to the new version, please test it out and let us know if it works for you.
Hi Marak, did you have a look at the video tutorials? They explain how to create graphic assets which will just work with Dedalus.

Anyway, Daedalus requires your prefabs to have a MeshFilter in the first object of the hierarchy. Let's say you have a plane that you want to use as a floor tile; the prefab of the plane could have a complex hierarchy with childrens, but it is mandatory that the father (the first object in the hierarchy) has a MeshFilter with a mesh in it, because Daedalus will use that to get the size of the tiles.

Needless to say, if you're using TileMaps, every single tile prefab (walls, columns, floors, etc.) must be squares and must be of the same size. If a floor tile is 6 x 6 Unity's units, a cube used for the wall tile must be the same size.

Let me know if this sheds some light on your problem, otherwise we'll figure out something else to help you.