Hey Ali I’m loving this plugin! I do have a couple questions.
In the tutorials you show that you can easily unconnect a marker and its mesh. I can’t for the life of me figure out how to do that. I didn’t see this explained in any of the documentation. Is there a keyboard shortcut or something that quickly allows you to disconnect the marker and mesh without deleting the mesh?
Is there a way to detect if the marker is a corner of room or hall? That seems like something lots of folks might want to know when customizing their themes.
Transformation section of SnapDoor:Closed Mesh is not working. Location, Rotation, and Scaling are not affecting the generated meshes… I understand why it would not make sense for it to work with the Open Mesh (as it’s placed in between 2 snap areas and which one it used as it’s relative location would be arbitrary.) I do think it should work for closed mesh though, as there’s no ambiguity when it comes to where it should be oriented and what it’s relative space should be associated with.
It would also be nice to be able to associate a closed mesh per door and not just per SnapDoorAsset as the door between the two locations can share a mesh/blueprint, but the closed mesh might need to be different for different rooms.
Example: I have a space station I generate where the doors are set back 20cm from the wall (helps prevent hallway/adjacent room meshes from bleeding through to current room) it looks fine for doors used in the open mesh, but the closed mesh are put 20cm back and look sunken in. Also most rooms do share the same closed mesh, but a few rooms have different themes and should have different closed mesh when no door is placed.
I just bought your plugin and I have some questions. My game should use DA to generate dungeons at runtime using the grid builder approach where the dungeon level has one entrance and one or no exit.
How do I let DA place an entrance (e.g. a special wall) and an exit that are far away from each other?
How do I player the PlayerStart location and orientation at the entrance (or exit if going upwards from a lower level) of the dungeon?
Can I place special prefabricated rooms in the runtime dungeon? (like exit, entrance, jail etc.)
Maybe I miss something obvious as I’m new to Dungeon Architect?
I am working on this problem as well. One thing to try is to use a GridDungeonPlatform at the edge of the dungeon, set the cell type to “room” and then use a theme override volume with an empty theme along one of the walls of the platform. In the empty theme volume build the door into the dungeon.
The only problem I’m seeing with this is that if you’re building the dungeon at runtime and you have a height variation > 0, there’s a chance that the platform will not match the Z value of the door you built. I have contacted the author to see if there’s a workaround.
Hey fellow DA enthusiasts - does anyone want to share notes on what we’ve learned? I’ve gone through all the videos and done quite a bit of experimentation on my own. I have some learned some pretty neat tricks, but I’m also up against what seem to be some limitations. I plan to make some tutorial videos on some of the finer points I’ve learned. I’ll share those here when I finish them.
Has anyone gone advanced with building your own marker emitters? I built one to emit in the center of rooms which is working very well. However I’m very interested in going deeper as it seems the possibilities are powerful.
Specifically, when getting the bounds of rooms and corridors, does anyone understand that model very well? I’d love to chat.
If anyone’s interested, here’s a blueprint marker emitter I made for the center of the room. It is based on one of the DA author’s demo emitters with few a very minor tweaks.
Thanks for you suggestion - I have not thought about using GridDungenPlatform and ThemeOverideVolume for dungeons build at runtime … might get handy to add special rooms inside of the dungeon.
But I think there is no way to make sure that the runtime dungeon actually hits these volumes - but I’ll experiment with this to see what I can get from it.
But there must be an build in way for runtime dungeons - you have to max out the time a player searches through a dungeon level by separating entrance and exit (and some special goals/quest items) far away from each other.
… and what’s the purpose of a dungeon without an entrance …
Edit: just discovered that a GridDungeonPlatformer of type Room is always connected - great!
The latest version 2.2.0 (soon to be updated in the marketplace) has an API and samples to find the furthest rooms in the dungeon
You can use the Query API (in the examples) to orient the playerstart away from the entrance
@DrinkThisPotion’s suggestion would work but it requires some work for properly wrapping theme override volumes around it. You can do that with a dungeon event listener (will work for dynamic runtime dungeons too) where you listen for dungeon layout build event (where the layout is built but the theme is not applied) and place the volume around it. I have a sample for this in Unity. I’ll add a demo soon