A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Thanks! Will give it a try! Edit: Everything seems to now work the way I wanted!
I've tried this with 30 tile long dungeons. Also all of my tiles have 4 doorways that can be used. Still every branch path depth rule tend to work...
I have a problem regarding special tile injections. I have two "special rooms" that are configured the following way (see screenshot below). The...
Why cant I use other than line and circle colliders in bullet receiver? I have straight walls in my game which cant use the circle collider type....
I think I found a bug in the newest dungen beta. When I clicked to inject special tile in the dungeon flow asset the whole dungeon flow component...
[Edit2] 'Awake()' had few problems, fixed by setting 'Start()' as IEnumerator and waiting for a while before spawning the objects from the...
Didn't get any errors but when I removed my mirror script which handles spawning the same objects for every instance of the game everything seemed...
For some reason the Local Prop Set doesn't seem to work on my 2D project. I have added the local prop set script to an empty game object on my...
I don't, got it working by calling 'AstarPath.active.UpdateGraphs(dungeon.Bounds)' immediately after the scan, don't know exactly why. Gonna check...
I can't really test the built in script since recast graphs don't work with 2d sprites. Also 'Physics.SyncTransforms()' didn't seem to fix the...
Hi, I modified the A* Pathfinding NavMesh Generator script to work with a 2D Grid Graph for my top down game. However I'm having a problem with...
@Aegon-Games @CrandellWS I actually got it working using mirror's SyncVars. Basically the SyncVar stores the seed and then every client generates...
Hi, I was wondering about the multiplayer implementation and seeds. If I set the generator's seed manually, I can't have random dungeons for every...