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It took me all of 1 hour to create the variant I described. Just created my own class extending dungeon generator (changed private methods to...
Thanks for the "Connection Chance" information. What I'll do is enhance the generator to allow multiple Dungeon Flows. What I'll do is generate...
No not looking for them to be able to pass boss rooms. Just make sure this can not happen. It would be a bad thing. But that still leaves me...
Anyway to have multiple connected Dungeon Flows? Basically, need a way to generate a starting dungeon, get to the boss room and extend the...
Question about branching paths. Can they cross over the mini-boss rooms allow a player to skip a mini-boss?
So now I just need to figure out the special rooms on each archetype segment that need to be there on each segment only on a branch and required once.
Sorry, wrong about the above. This issue is with priority: // If both doorways have door prefabs.. if...
In GetPotentialDoorwayPairsForNonFirstTile, the test for compatible doors is: bool requiresSpecificEntrance =...
On an Archetype segments I need to be able to have special rooms that only appear once. Right now special rooms are only added globally to the...
BTW: Is there a way to generate a dungeon and then continue from the last room and generate another dungeon to extend the first part. Basically,...
I don't know if it matters but my special doors are on the mini-boss rooms. I want these rooms to be enter only on one side and exit only on the...
In your demo, One Way Room does not really work. If you actually assign different door prefabs you will see want I mean.
[ATTACH] I specified a special entrance and exit door. The exit door is used to move from this room to the next room. But the entrance door is...
Yes I would diffently take any new fixes or builds I'm working on a snap dungeon but joints need to do spatial checks so rooms don't crash into...
Built a test joint script based on manual as follows but does not show up the Assets/Create menu where all the other joints are available. I'm on...
The Physics engine is doing really strange things in 5.6.0f3. If you touch detectCollisions or collisionDectectionMode on a Rigidbody at runtime,...