• Advertisement
Sign in to follow this  

Unity Tile-based room spawning (Unity3d)

This topic is 896 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

The title mostly says it.


Hello, I'm attempting to make a tile-based room spawner for my mini game. The idea is to spawn the room in tiles, so right now I have a simple room spawner that actually spawns a room by randomly choosing a number for the length and the width of the room (and also height but ill save that for later). Currently it is spawning it like it should but my goal is to have randomly generating rooms with either columns and stuff, Maybe ill show a picture as a picture says a thousand words.



That picture explains my ideal goal, now how can I do dis?? Heres my current code.

#pragma strict

var floorBoundary : GameObject;
var wallBoundary : GameObject;

var tileOffest : float = 0.0f;
var wallOffest : float = 0.0f;
var maxRoomSize : int = 10;

function Start () {
	var width : GameObject = new GameObject("Width");
	width.tag = "width";
	Random.seed = Random.value * 500;
	var roomWSizer : int = Random.Range(1, maxRoomSize);
	var roomLSizer : int = Random.Range(0, maxRoomSize);
	for(var i : int = 0; i < roomWSizer; i++){ //width
		var posW = Vector3(tileOffest * i, 0.0f, 0.0f);
		var floorBoundW : GameObject = Instantiate(floorBoundary, posW, transform.rotation);
		var RoofBoundW : GameObject = Instantiate(floorBoundary, Vector3(posW.x, 9.4f, posW.z), transform.rotation);
		RoofBoundW.transform.localScale.y = -1;
	for(var j : int = 0; j < roomLSizer; j++){ //length
		var posL = Vector3(0.0f, 0.0f, tileOffest * j + tileOffest);
		var roomL : GameObject = Instantiate(width, posL, transform.rotation);
	var roomWidth : int = roomWSizer + roomWSizer;
	var roomLength : int = (roomLSizer + 1) * 2;
	//var wFindG : GameObject = GameObject.FindGameObjectWithTag("width");
	//var wFindA : GameObject = wFindG.transform.;
	for(var w1 : int = 0; w1 < roomWidth; w1++){ //wall width 1
		var wall1pos = Vector3(((tileOffest/2) * w1) - 6, wallOffest, -(tileOffest/2));
		var wall1rot = Quaternion.Euler(90,0,0);
		var wall1bound : GameObject = Instantiate(wallBoundary, wall1pos, wall1rot);
	for(var l1 : int = 0; l1 < roomLength; l1++){ //wall width 1
		var wall3pos = Vector3( -tileOffest/2, wallOffest, ((tileOffest/2) * l1) - 6);
		var wall3rot = Quaternion.Euler(90,90,0);
		var wall3bound : GameObject = Instantiate(wallBoundary, wall3pos, wall3rot);
	for(var l2 : int = 0; l2 < roomLength; l2++){ //wall width 1
		var wall4pos = Vector3( (tileOffest/2) * roomLength/2, wallOffest, ((tileOffest/2) * l2) - 6);
		var wall4rot = Quaternion.Euler(90,-90,0);
		var wall4bound : GameObject = Instantiate(wallBoundary, wall4pos, wall4rot);


Share this post

Link to post
Share on other sites

There's tons of information in the web about procedural generation, specially of dungeons and such.


Here's one lecture I attended that was very helpful (It's from Unity's Unite conference, but the concepts and algorithms are not unity-specific)


Share this post

Link to post
Share on other sites

One example of more "organic" rooms made by modifying rectangular rooms can be found in this GDC video about Shattered Planet. Look for "geometry decay" to remove tiles and, if you wish, "crumbly tiles" for adding some (also the crumbly tiles shown in the video are just decoration). In fact, the way chosen was to assign a probability to each tile where tiles in corners have a higher probability to decay then tiles on an edge, and tiles on an edge have a greater probability than tiles in the inside. Tiles that need to stay have 0 probability. Then iterate the tile grid and generate a PSN for each one and set the tile to nil if the PSN is below the tile's decay probability value.


In the end you have a 2D array where you store at which index you have a tile at all and, if so, which tile. Then iterate the array and determine whether the tile has a neighbor at some of its 4 edges. For a room grid of possibly n by m tiles, the tile at index [i,j] has no neighbor

    with 0 <= i <= n and 0 <= j <= m :

    * to the north if j == m-1 orElse tile[i,j+1] == nil

    * to the south if j == 0 orElse tile[i,j+1] == nil

    * to the west if i == 0 orElse tile[i-1,j] == nil

    * to the east if i == n-1 orElse tile[i+1,j] == nil

(notice that I've used the orElse operator here to denote that the tile[] must be checked only if the condition part on the left hand side is false).


For each tile and each of its edges place a suitable wall if there is no neighbor.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By Alexander Nazarov
      Hello. I'm newby in Unity and just start learning basics of this engine. I want to create a game like StackJump (links are below). And now I wondering what features do I have to use to create such my game. Should I use Physics engine or I can move objects changing transform manually in Update().
      If I should use Physics can you in several words direct me how can I implement and what I have to use. Just general info, no need for detailed description of developing process.
      Game in PlayMarket
      Video of the game
    • By GytisDev
      without going into any details I am looking for any articles or blogs or advice about city building and RTS games in general. I tried to search for these on my own, but would like to see your input also. I want to make a very simple version of a game like Banished or Kingdoms and Castles,  where I would be able to place like two types of buildings, make farms and cut trees for resources while controlling a single worker. I have some problem understanding how these games works in the back-end: how various data can be stored about the map and objects, how grids works, implementing work system (like a little cube (human) walks to a tree and cuts it) and so on. I am also pretty confident in my programming capabilities for such a game. Sorry if I make any mistakes, English is not my native language.
      Thank you in advance.
    • By Ovicior
      So I'm currently working on a rogue-like top-down game that features melee combat. Getting basic weapon stats like power, weight, and range is not a problem. I am, however, having a problem with coming up with a flexible and dynamic system to allow me to quickly create unique effects for the weapons. I want to essentially create a sort of API that is called when appropriate and gives whatever information is necessary (For example, I could opt to use methods called OnPlayerHit() or IfPlayerBleeding() to implement behavior for each weapon). The issue is, I've never actually made a system as flexible as this.
      My current idea is to make a base abstract weapon class, and then have calls to all the methods when appropriate in there (OnPlayerHit() would be called whenever the player's health is subtracted from, for example). This would involve creating a sub-class for every weapon type and overriding each method to make sure the behavior works appropriately. This does not feel very efficient or clean at all. I was thinking of using interfaces to allow for the implementation of whatever "event" is needed (such as having an interface for OnPlayerAttack(), which would force the creation of a method that is called whenever the player attacks something).
      Here's a couple unique weapon ideas I have:
      Explosion sword: Create explosion in attack direction.
      Cold sword: Chance to freeze enemies when they are hit.
      Electric sword: On attack, electricity chains damage to nearby enemies.
      I'm basically trying to create a sort of API that'll allow me to easily inherit from a base weapon class and add additional behaviors somehow. One thing to know is that I'm on Unity, and swapping the weapon object's weapon component whenever the weapon changes is not at all a good idea. I need some way to contain all this varying data in one Unity component that can contain a Weapon field to hold all this data. Any ideas?
      I'm currently considering having a WeaponController class that can contain a Weapon class, which calls all the methods I use to create unique effects in the weapon (Such as OnPlayerAttack()) when appropriate.
    • By Vu Chi Thien
      Hi fellow game devs,
      First, I would like to apologize for the wall of text.
      As you may notice I have been digging in vehicle simulation for some times now through my clutch question posts. And thanks to the generous help of you guys, especially @CombatWombat I have finished my clutch model (Really CombatWombat you deserve much more than a post upvote, I would buy you a drink if I could ha ha). 
      Now the final piece in my vehicle physic model is the differential. For now I have an open-differential model working quite well by just outputting torque 50-50 to left and right wheel. Now I would like to implement a Limited Slip Differential. I have very limited knowledge about LSD, and what I know about LSD is through readings on racer.nl documentation, watching Youtube videos, and playing around with games like Assetto Corsa and Project Cars. So this is what I understand so far:
      - The LSD acts like an open-diff when there is no torque from engine applied to the input shaft of the diff. However, in clutch-type LSD there is still an amount of binding between the left and right wheel due to preload spring.
      - When there is torque to the input shaft (on power and off power in 2 ways LSD), in ramp LSD, the ramp will push the clutch patch together, creating binding force. The amount of binding force depends on the amount of clutch patch and ramp angle, so the diff will not completely locked up and there is still difference in wheel speed between left and right wheel, but when the locking force is enough the diff will lock.
      - There also something I'm not sure is the amount of torque ratio based on road resistance torque (rolling resistance I guess)., but since I cannot extract rolling resistance from the tire model I'm using (Unity wheelCollider), I think I would not use this approach. Instead I'm going to use the speed difference in left and right wheel, similar to torsen diff. Below is my rough model with the clutch type LSD:
      speedDiff = leftWheelSpeed - rightWheelSpeed; //torque to differential input shaft. //first treat the diff as an open diff with equal torque to both wheels inputTorque = gearBoxTorque * 0.5f; //then modify torque to each wheel based on wheel speed difference //the difference in torque depends on speed difference, throttleInput (on/off power) //amount of locking force wanted at different amount of speed difference, //and preload force //torque to left wheel leftWheelTorque = inputTorque - (speedDiff * preLoadForce + lockingForce * throttleInput); //torque to right wheel rightWheelTorque = inputTorque + (speedDiff * preLoadForce + lockingForce * throttleInput); I'm putting throttle input in because from what I've read the amount of locking also depends on the amount of throttle input (harder throttle -> higher  torque input -> stronger locking). The model is nowhere near good, so please jump in and correct me.
      Also I have a few questions:
      - In torsen/geared LSD, is it correct that the diff actually never lock but only split torque based on bias ratio, which also based on speed difference between wheels? And does the bias only happen when the speed difference reaches the ratio (say 2:1 or 3:1) and below that it will act like an open diff, which basically like an open diff with an if statement to switch state?
      - Is it correct that the amount of locking force in clutch LSD depends on amount of input torque? If so, what is the threshold of the input torque to "activate" the diff (start splitting torque)? How can I get the amount of torque bias ratio (in wheelTorque = inputTorque * biasRatio) based on the speed difference or rolling resistance at wheel?
      - Is the speed at the input shaft of the diff always equals to the average speed of 2 wheels ie (left + right) / 2?
      Please help me out with this. I haven't found any topic about this yet on gamedev, and this is my final piece of the puzzle. Thank you guys very very much.
  • Advertisement