Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by cabot696 · Jun 25, 2011 at 02:27 AM · randomproceduralgenerationdungeon

Procedural Random Walk Dungeon Generator?

Hi, I'm fairly new to Unity and I would like some guidance.

I'm trying to script a dungeon that is randomly generated using a random walk algorithm. I just want to script the very basics which includes a first-person view inside a 3d dungeon on only one z-plane for now.

How would be the best way to go about approaching this challenge? Would using small building block meshes and piecing them together work the best? Are there any other approaches that work well?

Thanks!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
3

Answer by testure · Jun 25, 2011 at 02:35 AM

you'd need to assemble a variety of prefab 'rooms' and hallways, and make sure they all fit together in a pre-determined grid. You also have to define some relationships between the prefabs so that you know which prefabs are able to connect to each other, and on which sides (hallways to doors, etc). After that, it's as simple as instantiating the prefabs based on the rules you've defined.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image BerggreenDK · Apr 17, 2012 at 12:40 PM 0
Share

yeah, and look for examples of how to build a city with roads for ideas too. The roads could be made as prefabs and each prefab has some connection points and could have some attributes like "movement speed" or "power consumption" if you need to calculate how far you can reach from a certain point.

avatar image
-2

Answer by Luke Briggs · Jun 25, 2011 at 05:43 PM

Hey! Probably the best (and easiest) type of random motion here would be where the NPC's keep on walking until they almost collide into something, at which point they turn away. To do this in Unity you'd attach a collider to the NPC which is larger than the actual NPC (to create a kind of range around it). You'd then set this collider so it doesn't actually use physics (so it doesn't prevent the NPC from moving) but instead is a trigger - something which lets some code know that a collision happened (take a look at onTriggerEnter :) ). To get the NPC to just move forward, you'd attach a script to it which uses the Update routine.

A really simple version of that would be this (Javascript):

 var useX:boolean=true;
 
 function Update(){
 
 if(usex){
 
 transform.position.x+=Time.deltaTime*speed;
 
 }else{
 
 transform.position.z+=Time.deltaTime*speed;
 
 }
 
 }
 
 function OnTriggerEnter(other:Collider){
 
 //something came in range - flip the direction
 
 usex=!usex;
 
 }

To make this a little more affective (It would cause the NPC to sort of zigzag across in the positive x/z direction), you could instead use a rotation to represent the direction the NPC is travelling in, then change that when the NPC get's close to something :)

In terms of dynamically generating the dungeons, it's best to generate 1 full Mesh object rather than lots of smaller ones. There is a function which can merge them together (see Mesh.Combine) which could help you with that :)

Hope that helps!

Luke

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image testure · Jun 25, 2011 at 05:48 PM 0
Share

that's not what he's asking for- he's not trying to create random motion, he's trying to create a random dungeon using a walk algorithm (which is predictive, it doesn't actually move anything).

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

2D Tilemap room prefabs for dungeon generation. 0 Answers

Rooms being spawned in the wrong places? (Random Generation) 0 Answers

how to procedurally generate submarines with random events on the sub? 0 Answers

Procedural Generation... 2 Answers

Procedural generation of dungeons with rooms made in the new tile map system? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges