Sorry for the late reply. I said I'd take a look at the lock & key code last week; I did (and fixed it), but then forgot to upload it . So here's the new version: Version 2.5.4 (Beta) - Download - DunGen is using a new method for socketing doorways together which is more robust. Doorways can now be aligned vertically (for stairwells, for example) - The DungeonGenerator class now has a DetachDungeon method allowing you to "tear-off" the dungeon from the generator so that it is not overwritten next time Generate() is called - Experimental: The DungeonGenerator class now has a GenerateAppended method which will generate a new dungeon appended to a previous dungeon that you specify. NOTE: This is entirely experimental and NOT supported functionality; dungeons generated in this manner will likely overlap or fail depending on whether allowIntersection is set. You'll have to decide how/if this is handled when it occurs. This is mostly in place as a starting point for those of you who want to implement infinite dungeons - but it needs additional logic (likely game-specific) to work as a complete solution. - Doorway components now have a ConnectedDoorway variable - Tiles now have some methods of getting/checking adjacent Tiles - Tiles now contain a BoxCollider trigger component. There's a new DungenCharacter component which handles information about which Tile it's currently in (with events fired when switching tiles) - [NEW] The Lock & Key system will correctly also place locks on doorways that don't have a prefab applied to them I should have fixed all of the overlapping issues since 2.5.2. The only thing I'm doing differently in 2.5.3 is generating the dungeon in the root object's local space. When you select your dungeon in the hierarchy, do the red bounding-boxes for each room appear in the correct places? I've just bought that asset and can confirm that it does fix the nested prefab problem. It's nice to be able to update a prefab and have all instances of it in your Tiles update as well. For the boss door, you could use the lock & key system, but not actually implement any locking logic, that would allow you to guarantee your boss door appears on the entrance to your boss room (and nowhere else). There isn't a nice way to know which doors are entrances/exits. You could check which room a doorway connects to and compare it's PathDepth (Tile.Placement.PathDepth) against the current room to determine if it should be considered an entrance or an exit. The DungeonGenerator class has an OnGenerationStatusChanged event that you can hook into and check for when the status == GenerationStatus.Complete. The only difference between indoor and outdoor scenes should be how the tile boundaries are handled. You'd want your tiles to be fairly large (otherwise the corridor-like nature of DunGen would make an outdoor scene look a little weird), and you'd want some way of completely blocking access to an edge if it's doorway is not in use (such as using a cliff mesh). I'll see if I can put a demo together at some point but I can't make any promises, I'm a little snowed under at the moment. Honestly, DunGen isn't a great choice for outdoor scenes due to the way the algorithm works. Then again, I don't think there are any other assets that handle this any better. Ideally, I'd like to provide a separate method for generating outdoor dungeons - one that's more fitting; but again, that takes time that I don't really have.