Build Jam - 'Dungeon Master' - Dungeon Generator

Stadia Name: Vilva#9953
Contributors: madlios
Package Name: Dungeon Generator
Package Description: Generates a random dungeon layout of connected rooms.
Showcase Game: See Build Jam - ‘Dungeon Master’ - Dungeon Generator

Installation instructions
Place the “DungeonGenerator” template in your game world.


  • Connecting rooms on “Connector” Locators, instead of using a grid. We believe that this room based approach allows for much better artistic control.
  • Automatically rotates rooms according to the “Connector” rotation.
  • Supports blocking unused pathways.
  • Includes checks to prevent room overlapping
  1. First we check if the directions of the connectors match (Vector dot product must be <= 0).
  2. Then we also check the bounding boxes of other rooms for overlaps. We only do this check if the squared vector distance of the two rooms is smaller than a threshold. This improves performance by a lot.

How it works

  • The generator works by connecting rooms that both have a “Connector” locator with the same type. For example “B” Connectors can only connect to “B” connectors. Please have a look at the included “DungeonRoom” templates. It is also possible to have one room with multiple connectors of the same type.
  • Important: Room templates must be centered correctly. This means the parent locators (Connectors, BoundingBoxes, SpawnPoints) must all be in the center of the room and at (0, 0, 0) coordinates.
  • “DungeonObjects” can randomly spawn inside “SpawnPoints” of the room. “DungeonObjects” can be any template, examples are:
  1. Treasure Chests you can pick up
  2. Traps that kill the player
  3. Enemies that attack the player

How to add your own rooms

  • Start with one of the “DungeonRoom” templates.
  • Create a new template and add meshes or voxel meshes to build your room.
  • After you are done with designing, make sure that the “BoundingBox” covers your whole room. If the room has a lot of corners you can also use multiple triggers.
  • Add Connectors so that the room can connect to other rooms. Adjust the Connector types to your liking. Connectors must be outside of the “BoundingBox”.
Script properties

Dungeon Generator - DungeonGenerator

  • roomSpawnLocator <entity> - Move this somewhere out of sight (e.g. below the map). We need this locator to spawn every room template once in the beginning.
  • startingRoom <entity> - You need to set a starting room. This can be any of the room templates or something unique.
  • roomTemplates <template> - A list of templates for all the dungeon rooms that can spawn.
  • objectTemplates <template> - A list of templates for all the objects that can spawn inside the dungeon rooms.
  • numberOfRooms <number> - Specifies how many rooms will be generated.
  • preventSameRoomConnections <boolean> - If checked the same room can’t connect with itself. Instead it will always connect to a different room.
  • supportRotatedConnections <boolean> - If checked rooms can spawn rotated, according to the global rotation of the connector entity they connect to.
  • emptyObjectSpawnWeight <number> - Increase this number to make it more likely to leave a spawn point empty.
  • randomSeed <number> - If you set a seed you will always get the same generated dungeon. This requires that the other properties didn’t change. Setting a value of 0 counts as no seed.
  • destroyConnectorChildren <boolean> - If checked children of used connection elements will be destroyed. This can be used to give the rooms a more natural look and block unused pathways.
  • maxSquaredDistanceForOverlaps <number> - Only check for overlaps with rooms that have a Vector.SquaredDistance of this or less. Try increasing this number if you encounter overlapping rooms.
  • initialDelay <number> - Wait with initializing until the basic game has loaded.
  • delayBetweenRoomSpawns <number> - When using bigger rooms it might be necessary to increase this delay.
  • generateDungeonOnInit <boolean> - Automatically generate the dungeon when the server starts.
  • debugPrints <boolean> - Prints some debug info.

Dungeon Rooms - DungeonRoomConfig

  • roomName <string> - The name of the room. Must be a unique string. Is not shown to the user.
  • connectors <entity> - Reference to the parent object of all room connectors. A room must have a minimum of 1 connector.
  • boundingBoxes <entity> - Reference to the parent object of all room boundingBoxes. BoundingBoxes prevent a room from spawning inside another room. It is therefore required to cover the whole room in a big trigger boundingBox (or multiple smaller ones).
  • spawnPoints <entity> - Reference to the parent object of all room spawnPoints. A room can have 0 spawnPoints.

Dungeon Connectors - DungeonConnectorConfig

  • connectorType <string> - The type of the connector (A, B, C, D in the example)

Dungeon Objects - DungeonObjectConfig

  • spawnWeight <number> - How likely this object is to spawn in relation to all other objects. Bigger spawnWeights are more likely to spawn.

Functions that can be called from outside the script

  • DungeonGenerator:GenerateDungeonRooms() - Generate a new set of dungeon rooms.
  • DungeonGenerator:DestroyDungeonRooms() - Destroy all generated dungeon rooms.