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Discussion in 'Tools In Progress' started by AliAkbar, Aug 9, 2015.
I bought Dungeon Architect a LONGGGG time ago on Unity. How do I get to the Discord link?
There is no link in the store page nor here. I think there is no discord server for this.
What happens when you search for Code Respawn? That's the publisher. I'm a member of the Discord for Code Respawn / Dungeon Architect.
I'll give that a try.
I have dungeon architect 1.4.0 and it causes small memory leak after player dies and reloads the same scene with DA. Game crashes after 18 reloads, because out of memory.
"[Discord] Invite link available after purchase" - try the links in the Launchpad and in the generators inspector.
I have some questions just trying to understand how it works. ( I don't have this asset yet so just trying to figure out how it works based on the videos and docs ).
I see there are different modes such as autogenerating rooms or using room prefabs. Are there any modes that combine both where it can autogenerate rooms but also have premade rooms like boss rooms or something like that?
Or alternately procedurally generate room content inside the room prefabs, would that be done with the marker system or something like that? Or I guess the Spawn Items thing works in the prefab room systems? So you could still spawn furniture, torches, or whatever to populate the prefabs ?
Basically what is a typical way someone would have specific rooms such as a Boss Room, or lets say some kind of other event room, but then also have procedurally generated rooms and hallways?
(Question asked in discord)
Hi anyone. I'm using the Snap Grid Flow builder. Is there a way for a spawn listener class to discover the module containing the placeable marker for a newly instantiated theme asset at build time? I want my game to progressively activate spawned game objects as the player moves through the 'dungeon' (aka racecourse); this wouldn't be done with culling, as there are no 'walls' blocking visibility. It's actually a special effect of the racecourse.
Anyway, if I can add newly spawned gameobjects to a list maintained by my custom component attached to the module, I can use a trigger collider on that module to detect the presence of the player and activate the spawned objects.