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It seems like the generator thinks that there is a room template without any tiles. Unfortunately, the exception doesn’t contain the room template name, which I should fix in the future.

However, when you open a room template prefab, you should see a status panel in the top-left corner saying whether the room template is valid or not (if you don’t see the status panel, make sure there is the Room Template Settings component attached and that you allow gizmos from that component). If the room template is not valid, there should also be a red warning in the Room Template Settings component. So you should be able to find the wrong room template quite easily.

Let me know if you need any additional help!

Thank you, I did notice the "room is valid" on all my rooms.

Fortunately the error is gone now, no idea how :)

I had an idea, it would be kind of cool if you could have an array of level graphs in the dungeon generator, and have it randomly select one on generation.

Good!

It should be relatively easy to implement the random choice of level graphs if you use custom inputs as described here: https://ondrejnepozitek.github.io/Edgar-Unity/docs/generators/custom-input . But it’s also just a few minutes of coding for me, so I can make it for you if you want.

cool! I'm still very early in my project, so no rush for my sake.

I've been having a problem that the post process files link disappear from the dungeon generator from object time to time

Hey, I’m not sure about the disappearance of post-processing tasks - it has never happened to me. Make sure that you properly save the scene when you add the post-processing logic. Or it’s maybe possible that the instance of the scriptable object is not created properly.