Your comments

It does not have any kind of tile at all upwards?

What kind of map/algorithm are you using?

Glad it helped! Please let us know if you need anything else.

Yes, thank you.

You can have a look at Prefabs2DPhysicalMap.cs (it's inside Daedalus_Core/Scripts/PhysicalMap/Prefabs2D folder). There's a switch on the DirectionType where the rotation is calculated accordingly. You could add your custom code there.

Let me know if it helps!

Hey Lars, what kind of map are you using?

Hi Lars!

I'm afraid there's no built-in way to avoid that; directional floor will rotate accordingly to the generation flow, no matter what.

What do you mean by "mark non-directional tiles as corners"?

As per the answer in the other thread, at this stage the sections should all be square and of the same size, but if you use bigger squares, you can develop different sizes rooms inside of them.

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.

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.

What problem are you experiencing?
You may find the docs are not fully updated yet, but don't worry, there are a couple of scenes in the package that will show you how to set up a Section Map. Let us know if you have any troubles with it.