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World Building [RELEASED] Dungeon Architect

Discussion in 'Tools In Progress' started by AliAkbar, Aug 9, 2015.

  1. meanme

    meanme

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    This is great! I am really looking forward to this update.
    In the GridFlow examples, is there a recommended way to get the rooms / nodes position and bounding boxes, similar to the GridDungeonModel's Cells?
    I would like to be able to navigate and move the camera from one room to another using directional arrows once there are no more caves and corridors. Any recommendation on how to achieve that?
     
  2. ayk

    ayk

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    I'm interested in using the Grid Flow Builder to make a randomised rally racing track, using Highroad Engine to handle the racing elements. The AI for Highroad Engine needs an array of AIWaypoints in order from first to last. How would I go about generating this list of waypoints?
     
  3. RedZAndroidDev

    RedZAndroidDev

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    Hello @AliAkbar

    Is there a way to make a check for Node type for GridFlowModel inside the selector rule?

    I can not find a way how to get the correct GridFlowAbstactGraphNode for a specific PropSocket passed inside the "CanSelect" method.

    p.s. I want to put different ground tiles inside the room/corridor type than inside the cave type node.

    Thanks!
     
  4. zackmonx

    zackmonx

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    Hi Ali,
    Thank you for the great tool,

    currently, I am doing the DungeonGridFlow and building the dungeon during runtime,

    is there any way to do level streaming while building the dungeon on runtime ??

    Regards,
    Salem
     
  5. TreseBrothers

    TreseBrothers

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    Is there a way to detect a duplicate marker in a theme with constraints? I have places where -- due to some custom volumes -- there are 2 fence markers right on top of each other. If I do a marker exists rule for fence it is always true (because the marker is a fence ...) and therefore any exist/remove rule deletes all fences. I need a dupe exists/remove rule. Any ideas?
     
  6. TreseBrothers

    TreseBrothers

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    Never mind, I have written my own spatial constraint rule now to check for duplicates

    <3 great toolkit!
     
  7. TreseBrothers

    TreseBrothers

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    Is there a way to disable Dungeon Architect's auto building option?
     
    Last edited: Jun 23, 2020
  8. DGordon

    DGordon

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    Does this work with Sector, or have some built in way for first person performance?
     
  9. TreseBrothers

    TreseBrothers

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    Yes, you can achieve this by clicking off "realtime update" in the top right corner of spatial constraints and the theme editor! Success!
     
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  10. PavloConan

    PavloConan

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    Is ali.akbar@coderespawn.com a valid email address for support? I have huge problems with Dunegon Architect and top down 2D perspective and starting to feel a bit nervous because I'm not sure anymore that the project is still supported (and it costs quite a bit).
     
  11. AliAkbar

    AliAkbar

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    I've made a new sample for 2D. There are two themes, one for Grid builder and the other for Grid Flow builder

    It uses spatial constraint editor to place tiles. Some feature
    • Overlays wall shadow tiles using spatial constraints
    • Smooth cave edge tiles using spatial constraints
    • Works with the grid flow builder.

    The sample should work as such. Backup, delete and copy over from the archive: DungeonArchitect_Samples\Game2D_JackRabbit

    I'll have this in the next update with a sample in the launch pad. The sample game works on the grid builder. The game doesn't yet work on the grid flow builder sample as I have to get the NPC patrol path working

    01_da_gf_2d.png 02_da_gf_2d.png
     

    Attached Files:

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  12. AliAkbar

    AliAkbar

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    I'll provide you proper query interface in the next update soon so you can grab all the information from there
     
  13. AliAkbar

    AliAkbar

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    Hey Salem, level streaming is not supported at the moment. I might add it in the future
     
  14. AliAkbar

    AliAkbar

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    Thank you. If anyone else wants to know, you create a spatial constraint and add a "Is Near Marker" rule. You can find some samples in the launch pad where this is used to avoid adding props near a door
     
  15. AliAkbar

    AliAkbar

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    @PavloConan apologies for the delayed email response, I've replied to your mail and the 2D sample above should help. Please consider joining our discord channel (you can find the invite link in the launch pad's support channel)
     
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  16. PavloConan

    PavloConan

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    I'm having some issues with 2D wall tiles being placed inproperly in both Grid 2D and Gridflow 2D.
    1. Grid

    As you can see the dungeon has some openings leading off the map. Here is my config (this is actually identical to the one from your sample that you've posted above.


    2. Gridflow
    All my walls are 32x32 sprites and the they are set as 'Walls as Tiles'. The results are not what I would expect, with some tiles cutting into others.



    How can I make so they are spread evenly, respecting the 32x32 space?
    Cheers,
    Paweł
     
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  17. NathanielAH

    NathanielAH

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    New to using Dungeon Architect, so apologies for simplicity of the question.

    Working with the Isaac Dungeon demo for room center emitter.

    I need the doors to always be centered vs. the offset that is occurring. How could I force that? Thanks!

    Sincerely,
    Nathaniel
     
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  18. PavloConan

    PavloConan

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    It's been three weeks since the last post. I don't know what to say, I bought the asset so it speeds up the creation process and I haven't been able to do a single solitary thing in regards with levels in my game. There is virtually no documentation for 2D and existing samples are confusing, so I cannot for the love of god reverse engineer it because I just don't understand why certain things work the way the do.

    I REALLY wanted to like this asset, and it looked amazingly good for 3D, but I think I'm done. The total lack of support really breaks the deal for me, because otherwise we could maybe work it out, but I cannot afford to wait for a month to get an answer about the stuff that should be documented in the first place. I'm not getting my hopes up about a refund but I'm surely going to try.
    Cheers.
     
  19. KeithBrown

    KeithBrown

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    As he mentioned above, he is very active on his Discord. I just checked and he has posted several times today.
     
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  20. skrx1

    skrx1

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    Last edited: Aug 7, 2020
  21. PavloConan

    PavloConan

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    You're right, I'll reach out to him. I might have been too harsh, because of my struggles with this and I apologize for that. I know Ali is working hard on this and I'm sure we can work this out. The asset is really great to work with, and the grid flow builder is an amazing piece of work, but I feel like in my impatience I wanted to kind of skip through the process of learning my way around it. So, I'll contact Ali on discord and if he comes back here - please disregard my rants, you're doing a great job:)
     
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  22. AliAkbar

    AliAkbar

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    @PavloConan Apologies for the delayed response. This should work correctly if you've added it to the ground marker with "Wall as Tile" option. Please check the samples, like the one I posted above or the samples in the launchpad. If it doesn't work, could you post the theme here (or in discord)
     
  23. AliAkbar

    AliAkbar

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    That's not supported at the moment, however I can provide you a script that you can attach to the dungeon gameobject and it should emit those markers
     
  24. AliAkbar

    AliAkbar

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    There are some performance issues when rendering the DA tools in 2020.1 (the graph editor scrolling is not smooth). I'm working on a fix
     
  25. AliAkbar

    AliAkbar

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    Fixed editor rendering issues when Unity editor was in dark mode

    2020-08-13 13_50_01-Window.png 2020-08-13 13_48_19-Window.png 2020-08-13 13_49_03-Window.png
     
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  26. AliAkbar

    AliAkbar

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    Fixed graph editor performance issues. The windows renders very fast without lag
     
  27. Duffer123

    Duffer123

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    Brilliant - thanks @AliAkbar ! Anything else planned for Dungeon Architect in Unity? Any other projects on the go?
     
  28. NathanielAH

    NathanielAH

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    Understood. Would appreciate the script if it's not too difficult? Otherwise, thanks for the heads up. Keep up the great work!
     
  29. AliAkbar

    AliAkbar

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  30. AliAkbar

    AliAkbar

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    @Duffer123 lots of new updates are planned in the coming months for DA. I'll be restructuring the grid flow builder to allow for a lot of flexibility, and new types of builders
     
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  31. AliAkbar

    AliAkbar

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    @NathanielAH shouldn't be too difficult. I'll try to make one for you soon
     
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  32. AliAkbar

    AliAkbar

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    I've got tilemaps working with snap builder, so we can build individual rooms in a tilemap and stitch them together

    snap2d.png
     
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  33. Duffer123

    Duffer123

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    @AliAkbar ,

    Excellent - looking forward to it!

    You may have forgotten it by now but at one point you were working on an Asset to tinker (more, a lot more) with the terrain to then complement DA.

    Any plans on that or shelved?
     
  34. TextusGames

    TextusGames

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    Don't forget about prefab rooms for Grid Flow :)
     
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  35. AliAkbar

    AliAkbar

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    The recent update with WallsAsEdge support in the grid flow builder introduced a bug where some cave blocks were leaking through to the nearby chunk when they were not supposed to. This allowed the player to sometimes bypass the locks

    This has been fixed and will be available in the next update

    Before:
    before.png

    After:
    after.png
     
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  36. Sehlor

    Sehlor

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    @AliAkbar is it possible to create symmetric dungeons with grid builder? is there an override script i can use or create?

    Thanks for the Dungeon Architect :)
     
  37. Fragment1

    Fragment1

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    Is there a way to get the FINAL build of a dungeon?
    OnPostDungeonBuild only gives me what seems to be post-markers, but not post-gameobjects.

    I can't see any other callbacks that are further down the chain. I'm using async building, so would like something that'll update my finished = true when the whole map is definitely built?
     
  38. AliAkbar

    AliAkbar

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    I played around with this in ue4 a few years back. I'll bring this to unity soon

     
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  39. AliAkbar

    AliAkbar

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    @Fyrburn I'll add support for this in the next update
     
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  40. Sehlor

    Sehlor

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    I love you, thank you!!!! ^^
     
  41. Fragment1

    Fragment1

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    Thank you very much! :)
     
  42. redmotion_games

    redmotion_games

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    Hi, on the simple city style I'm getting normal road cells doubling up over crossroads where the roads intersect at a crossroads or T-junction.

    Is there an easy fix for this?

    Also, what do the marker nodes Road S and Road E mean?
     
  43. maxaud

    maxaud

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    Thank you for the continued support and updates!
     
  44. Sehlor

    Sehlor

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    Any developments with this? @AliAkbar
     
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  45. Nevercallmebyname

    Nevercallmebyname

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    I'm seeing cool things here
     
  46. Catonovato

    Catonovato

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    What I ended up doing was creating bounding boxes for each room sorting them after generation. You can load your door prefab with a sectr door and then have it link the rooms and their respective volumes. It's a bit of a pain in the ass but it expands the functionality considerably because you can also place in theme volumes. Would be nice if this was a built in feature specifically for gridflow.
     
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  47. DGordon

    DGordon

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    Hey,

    The moment I change the default nodes "S" and "T" in any way, the snap graph breaks. Trying to play the execution graph causes the error shown in the screenshot attached, and it continues to throw that error every frame until I close the graph down. I cannot interact with the graph anymore until I close and reopen the graph (which will just break again anyway unless I change the names back to S and T).

    I am using HDRP 2020.1.10f1.

    I'd rather not have to keep my start and exit nodes named those. Thanks :D.
     

    Attached Files:

    Last edited: Nov 1, 2020
  48. DGordon

    DGordon

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    Hey, I have a simple test going with 2 prefabs that are both the same exact size and have 4 connectors, NSEW all spaced exact. However, I still hit cases where generating the dungeon just fails immediately for some random seeds while it works fine for others.

    How do I guarantee this won't silently not generate something for a given random seed? Obviously I have to be positive that an end user will not have a blank dungeon.

    Again, this is not happening where it takes a bunch of time trying and then fails ... it just doesnt do anything on a click. It takes longer to generate a level when it works than when it doesn't work. I would have expected this to keep trying for quite some time before deciding it can't work, right?

    You can see that I don't have any crazy looping, or anything of that sort, going on. Its a fairly straight forward dungeon with some branching. Is this beyond what this can accomplish, or am I missing something? I'm hoping I'm doing something silly, since this isn't a very large or interesting dungeon yet that its breaking consistently on.

    Edit - I tested with a single prefab to reduce complexity.

    Thanks!
     

    Attached Files:

    Last edited: Nov 2, 2020
  49. DGordon

    DGordon

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    Err .. is this product still alive and the forums are just kinda dead, or should I stay away from this in actual production at this point when I see things like some random seeds don't generate properly (I noticed Lordenfel mentions a similar issue on their page ... "Currently, a few seed values in Dungeon Architect theme make the rooms overlap. You will have to control the seed values manually and pick ones that work. Problem reported.").

    Having seed values that either don't generate, or cause problems in general, makes this unusable. Granted I haven't contacted the author directly yet so not a real reflection on the asset at this point since maybe there is a solution ... was just hoping the forums would be alive enough to get some feedback ... and its worrisome that something like this exists and isn't being actively discussed here!
     
  50. hoodoo

    hoodoo

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    Also, like many of the other Unity Assets now, there is always more activity and timely responses if you go to Discord. I searched this thread and here's one of the links, hopefully still active: https://discord.com/invite/N3rHt4h

    Cheers!
     
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