Hay and Haystacks - Volume 2 by Lugia 3D
Total number of Materials: 20
Total number of Textures (URP): 65
Total number of Textures (HDRP): 52
Texture sizes: 1k up to 4k
Number of prefabs: 65.
Meshes: 34
UV mapping: Yes.
LODs: No.
Rigging: No.
Types of materials and texture maps: PBR
Polygon Count
SM_Hay_B_Pile - 2.2k tris, 2.3k vertices
SM_Hay_B_Rectangle - 3.2k tris, 3.2k vertices
SM_Hay_B_Square - 2.1k tris, 2.1k vertices
SM_hay_bale_01 - 1.6k tris, 1.1k vertices
SM_hay_bale_02 - 1.6k tris, 1.1k vertices
SM_hay_bale_03 - 1.6k tris, 1.1k vertices
SM_hay_Debris_01 - 1.1k tris, 855 vertices
SM_hay_Debris_02 - 2k tris, 1.6k vertices
SM_hay_Debris_03 - 1.2k tris, 1k vertices
SM_hay_Debris_Burnt_01 - 1.1k tris, 855 vertices
SM_hay_Debris_Burnt_02 - 2k tris, 1.6k vertices
SM_hay_Debris_Burnt_03 - 1.2k tris, 1k vertices
SM_hay_Pile_01 - 3.2k tris, 1.7k vertices
SM_hay_Pile_02 - 914 tris, 909 vertices
SM_hay_Pile_burnt_01 - 5.3k tris, 3.3k vertices
SM_hay_Pile_burnt_02 - 2.8k tris, 1.8k vertices
SM_hay_Square - 2.2k tris, 1.2k vertices
SM_hay_Stackable - 19.8k tris, 13.2k vertices
SM_hay_Tarp - 593 tris, 376 vertices
SM_hay_Tarp_Wall - 2k tris, 1.1k vertices
SM_haybale_Round_02 - 1.1k tris, 966 vertices
SM_haybale_Round_03 - 1.1k tris, 966 vertices
SM_haybale_Round Burning - 1.5k tris, 1.3k vertices
SM_haybale_Round Burnt_01 - 1.1k tris, 966 vertices
SM_haybale_Round Burnt_02 - 1.5k tris, 1.3k vertices
SM_burnt_log_01 - 332 tris, 185 vertices
SM_burnt_log_02 - 240 tris, 127 vertices
SM_burnt_log_03 - 366 tris, 197 vertices
SM_burnt_log_04 - 252 tris, 133 vertices
SM_burnt_log_05 - 234 tris, 130 vertices
SM_plank_01 - 396 tris, 200 vertices
SM_plank_02 - 232 tris, 118 vertices
SM_plank_03 - 124 tris, 64 vertices
SM_plank_04 - 168 tris, 86 vertices
Mid-Poly (Available for most meshes)
SM_midPoly_hay - 2.9k tris, 1.7k vertices
SM_midPoly_hay_bale_01 - 6.4k tris, 3.9k vertices
SM_midPoly_hay_bale_02 - 6.4k tris, 3.9k vertices
SM_midPoly_hay_bale_03 - 6.4k tris, 3.9k vertices
SM_midPoly_hay_Debris_01 - 2.9k tris, 1.9k vertices
SM_midPoly_hay_Debris_02 - 5.6k tris, 3.8k vertices
SM_midPoly_hay_Debris_03 - 5k tris, 3.2k vertices
SM_midPoly_hay_Debris_Burnt_01 - 2.9k tris, 1.9k vertices
SM_midPoly_hay_Debris_Burnt_02 - 5.6k tris, 3.8k vertices
SM_midPoly_hay_Debris_Burnt_03 - 5k tris, 3.2k vertices
SM_midPoly_hay_Pile - 12.9k tris, 6.7k vertices
SM_midPoly_hay_Pile_02 - 3.6k tris, 2.6k vertices
SM_midPoly_hay_Pile_burnt_01 - 8.1k tris, 5k vertices
SM_midPoly_hay_Pile_Burnt_02 - 4.7k tris, 3k vertices
SM_midPoly_hay_Stackable - 19.8k tris, 13.2k vertices
SM_midPoly_hay_Tarp - 2.3k tris, 1.3k vertices
SM_midPoly_haybale_Round_02 - 4.5k tris, 2.9k vertices
SM_midPoly_haybale_Round_03 - 4.5k tris, 2.9k vertices
SM_midPoly_haybale_Round Burning - 6k tris, 4.2k vertices
SM_midPoly_haybale_Round Burnt_01 - 4.5k tris, 2.9k vertices
SM_midPoly_haybale_Round Burnt_02 - 5.4k tris, 3.8k vertices
This asset pack includes 55 meshes, including low poly and mid poly variants, plus 65 ready-to-use prefabs.
Everything is consistent, lightweight and functional.
Features:
- Optimized geometry.
- Ready for HDRP and URP.
- High quality textures.
- Scale in centimeters.
- Clean UVs and Consistent Texel Density.
- User Friendly names.
- Optimized materials. (Multiple meshes share the same materials)
Please note: Rendered scene is not included. (Background assets are from kitbash3d)
Price $16.00
Inventory and Trading System (with NPC interaction) by BRAINET
Key Features:
- ✅ Modular inventory system with customizable slots
- ✅ Item stacking, pickup, and dropping support
- ✅ Fully functional trading system between player and NPCs
- ✅ Trade conditions: required items → reward items
- ✅ NPC interaction with visual prompts and triggers
- ✅ Simple and extendable codebase (C#)
- ✅ Built-in inventory and trading UI (easily skinnable)
- ✅ Demo scene included
- ✅ Works out of the box — minimal setup required
Inventory and Trading System (with NPC interaction) is a complete and customizable solution for implementing item management, looting, and trading between the player and non-player characters (NPCs).
This system is ideal for RPGs, survival games, open-world adventures, or any project that requires dynamic item interaction.
🧰 Key Features:
- 🧳 Modular inventory with drag-and-drop support
- 🔁 Trading system with required and reward items
- 🧍 NPC interaction using simple triggers
- 🧩 Easy integration and extendable code architecture
- 🖱️ UI included (fully customizable)
- 🎮 Ready-to-use demo scene
🎮 Suitable for:
- RPG, survival, and sandbox games
- Crafting or quest-based systems
- Projects that require player-to-NPC exchange mechanics
Price $9.99
AISHA EXT| LOWPOLY CHARACTER : Additional Outfits by ATIVUS STUDIO
Number of textures: 4
Number of materials: 6
Texture dimensions: 64px * 64px.
Polygon count: 2700 - 3500 triangles per model.
Number of meshes: 110.
Number of prefabs: 1.
UV mapping: Yes.
LOD: No.
Types of materials: Standard.
Please see the Note tab below.
This asset is not dependent on the AISHA asset. However, if you have already purchased the Aisha asset and would like them to be fully compatible, please send an email to receive both assets integrated into one file. Be sure to include the order ID of both assets!
====================
a pack with 30 different modular outfits,
This package contains the 'Overview Character Customizer'
as an EXTRA package (free for you)
also contains:
- Basic Animations (pattern Unity)(free for you)
=====================
Mecanim | Fully supports mecanim humanoid animation system.
Mixamo | Characters can be animated using mixamo
If you have any questions, you can message me on my
Facebook page | or Email (recommended)
this package will receive severe updates regarding customization in the future, if you have any suggestions please contact us
READY PC/MOBILE !!!
Notes:
*Basic Animations (pattern Unity)
thank you very much ;D
Price $30.00
Razor's Melee Sci-Fi Pack by Razor3D
Number of textures : 66
Texture dimensions : 2048x2048
Polygon count of [G. Sword - 502 / Sword - 736 / Dagger - 721 / Shield - 1030 / Spear - 1.626 / Hammer - 1.282 / Bow - 3.620 / Arrow 1 - 498 / Arrow 2 - 612 / Axe - 1.089 / G.Dual Blade - 940 / Disck Blade - 344]
Number of meshes : 12
Rigging: No
Animation count : No animations
UV mapping: Yes
Types of materials and texture maps (PBR)
What's Included in the Pack?
- Great Sword: A formidable two-handed blade for devastating swings.
- Sword: A versatile, one-handed weapon for balanced combat.
- Dagger: Quick and deadly, perfect for stealth and rapid strikes.
- Disk Blade: A unique, spinning weapon for disorienting and slicing through enemies.
- Bow with Arrows: Includes both explosive and standard arrows for ranged attacks with a punch.
- Hammer: Crush your foes with this heavy, high-impact weapon.
- Axe: A brutal weapon designed for powerful cleaving attacks.
- Great Dual Blade: Master the art of dual-wielding with these impressive blades.
- Spear: Maintain distance and strike with precision.
- Shield: For defensive players, providing crucial protection in combat.
Each weapon in this pack has been optimized for performance and visual fidelity, ensuring they look great and run smoothly in your games.
Price $59.99
2D Platformer Game Making Pack by Mero Store Studios
✅ Dual Platform Support – Seamlessly switch between PC and Mobile controls via the Unity Inspector.
🎮 Ready-to-Use Player Controllers – Includes 3 pre-configured player prefabs with support for movement, jumping, crawling, and attacking.
🤖 Fully Functional Boss AI – Boss can patrol, detect players, and execute attacks with customizable range and behavior.
🧠 Customizable Scripts – Modify movement speed, jump force, detection range, attack range, and more from the Inspector.
🧩 Modular Setup – Drag-and-drop components with minimal configuration. Just assign references like Rigidbody2D, ground checks, and transforms.
🎨 Animation Ready – Easily replace player sprites and animations to create unique characters without touching the code.
📱 Mobile UI Buttons – Built-in support for mobile gameplay with on-screen controls for movement, jump, attack, and pause.
🖼️ Bonus Art Assets – Includes additional sprites and decorations (backgrounds, props) to quickly prototype scenes.
🎧 Dynamic Audio Integration – Footsteps, jumps, attacks, deaths, and motivational clips are included and managed through AudioSources.
⏸️ Pause and Scene Management – Ready-made pause menu and functions to resume, quit, or return to the main menu.Ask ChatGPT
The 2D Platformer Game Maker Pack is a comprehensive and developer-friendly toolkit designed to streamline the creation of 2D platformer games in Unity. It includes fully functional, customizable scripts for player movement and boss AI, along with ready-to-use animations, background assets, and mobile/PC control support.
This package is ideal for beginners and experienced developers alike. Players and bosses are modular—just drag them into the scene and assign references like Rigidbody2D, ground checks, or transforms through the Unity Inspector. The system is designed to allow easy switching between PC and mobile modes with a single toggle.
The included BossBot features patrol, detection, and dual attack animations, while the Player_Controller supports jumping, attacking, crawling, and flipping based on movement. Developers can easily change player sprites and animations to create personalized characters without altering core logic.
Whether you're building an action-adventure game, a story-driven platformer, or a casual runner, this pack saves you hours of setup time and provides a flexible base to build upon.
Contains no third-party content.
Price $4.99
Nature Assets - Italian Cypress by Lugia 3D
Number of Materials Used by Mesh: 1.
Total number of Materials: 1.
Number of textures (URP): 5 (Standard Material + SSS Map)
Number of textures (HDRP): 4. (Standard Material + SSS Map)
Total number of Textures: 9 (URP+HDRP)
Texture sizes: 4K. (SSS Map is 1K)
Number of meshes: 11.
Number of prefabs: 11.
UV mapping: Yes.
LODs: Yes. (0-3)
Rigging: No.
Types of materials and texture maps: PBR
Polygon Count:
Tree (Small - 2.7 Meters) - 700 tris, 600 verts - LOD0-LOD3
Tree (Medium- 4 Meters) - 900 tris, 800 verts - LOD0-LOD3
Tree (Medium - 4.5 Meters) - 1.2k tris, 1.1k verts - LOD0-LOD3
Tree (Large - 7 Meters) - 2.5k tris, 2.3k verts - LOD0-LOD3
Tree (Large - 7.2 Meters) - 2.1k tris, 1.8k verts - LOD0-LOD3
Tree (Massive - 10 Meters) - 3.3k tris, 3k verts - LOD0-LOD3
Tree (Growing - 1.9 Meters) - 2.1k tris, 1.8k verts - LOD0-LOD3
Tree (Growing - 1.7 Meters) - 900 tris, 800 verts - LOD0-LOD3
Tree (Growing - 2.9 Meters) - 2.1k tris, 1.8k verts - LOD0-LOD3
Tree (Growing - 2.5 Meters) - 700 tris, 600 verts - LOD0-LOD3
Tree (Growing - 1.7 Meters) - 900 tris, 800 verts - LOD0-LOD3
This small pack includes 11 detailed Italian Cypress tree models, ready to drop into your game scenes. Clean, optimized, and built to look great up close or at a distance.
Features:
- Optimized geometry.
- Ready for HDRP and URP.
- 4K texture resolution.
- Scale in centimeters.
- Clean UVs and Consistent Texel Density.
- User Friendly names.
- LODs groups included.
- Lightweight. (All plants share the same material!)
Please note: Rendered scene is not included. (Background assets are my own and from Megascans!)
Price $10.00
RPG Poly Pack - Desert Ruins by Gigel3d
Number of assets: 406
Polygon count:
- Props (74-1430)
- Nature (38-612)
- Modular parts (2-5590)
- Buildings
- LOD0 (5320-47670)
- LOD1 (3180-26200)
- LOD2 (2000-14270)
- LOD3 (947-7830)
Materials: All main assets use a single material. Additional material for the sky. The pack also includes floor textures and terrain textures for Unity Terrain.
LODs: Buildings only (no modular parts)
Colliders: Yes
URP compatibility: Manual configuration required (Changing materials to URP, configuring Default Render Pipeline in Project Settings menu).
Stylized, flat-shaded 3D environment pack with 406 assets. It fits the theme of ancient Egypt or the ruins of a mysterious abandoned city.
FEATURES
- 406 assets
- Modular building parts
- Ruined Buildings
- Flat Shaded artstyle
- Demo scene
ASSETS
- Nature (x25): sand dune, sky, rocks, small rocks, tiny rocks, grass, palm trees, dead trees
- Props (x71): baskets, beds, benches, bowls, braziers, cages, food containers, hangers, ladders, planks, pots, sacks, shelves, shields, stone pile, chairs, tables, tools rack, torches, vases, wagons
- Modular parts (x293): ceiling, doors, door frames, floor, exterior stairs, pillars, walls, damaged walls, wall top, wall trims, windows, basement
- Buildings (x15): exterior buildings
More assets from this series here: RPG POLY PACK
COMPATIBILITY
- Built-in Render Pipeline
- Universal Render Pipeline (URP)
- Unity 2022.3.22 or higher
SUPPORT
If you have any questions, bug reports or suggestions, you can contact me on Discord or via email: gigel3d@gmail.com
Price $39.99
Peasant Tob by Feyloom
Number of textures: 2
Texture dimensions: (4096x4096)
Polygon count :
Minimum polygon count: 3665
Maximum polygon count: 3665
Number of meshes/prefabs: 3x1
Rigging: Yes
Animation count: 0
Animation type list: 0
UV mapping: Yes
LOD information: No LODs
Types of materials and texture maps:
Albedo, Normal in TGA Format
Rig: Humanoid
Polycount:
- Polygons: 3665
- Vertices: 4165
- Triangles: 7226
Price $15.00
Demon_Executioner by TeinKrioss
Animated: Yes
Number of Characters: 1
Number of Prefabs: 33
Vertex Count: 20 457
Triangle Count: 40 594
Number of Textures: 12
Texture Resolutions: 2048x2048
Number of Materials: 8
Number of Animations: 17
Social Links YouTube | ArtStation
That animated and detailed Stylized Modular Demon Executioner Creature character model is suitable for your fantasy style project.
The model contains:
1. Custom animations:
🔹 Idle (1-2)
🔹 Run (F)
🔹 Walk (F_B_R_L)
🔹 Hit (1-3)
🔹 Die (1-2)
🔹 Attack (1-3)
🔹 Rage (1)
🔹 Win (1)
_____________________________________________________________________________
2. Modules:
🔹 Weapon asset
🔹 Modular armor
There is also a completely one-piece version of this model.
_____________________________________________________________________________
3. Type skins:
🔹 Red
🔹 Dark
🔹 Green
🔹 Blue
___________________________________________________________________________
Technical Info:
1. Polycount:
🔸 Tris - 40 594
🔸 Vert - 20 457
🔸 Face - 20 344
2. PBR Textures:
🔸 12 textures
🔸 2k (2048)
🔸 8 materials
Version Unity 2021.3.45f1 and higher support
Price $29.99
Lecture Hall_Auditorium by Edit Point
3D model of Lecture Hall_Auditorium for virtual reality, Augmented reality And Games.
SUBDIVISION LEVEL:
Polygon Count: 89753
Tringle Count: 163440
Verts Count: 86120
RESOLUTION OF THE TEXTURES:
DIFFUSE MAP:512X 512 1024X1024(seamless)
SPECULAR MAP: 512X 512 1024X1024(seamless)
NORMAL MAP:512X 512 1024X1024(seamless)
LIGHTBAKED MAP:4096 X 4096
TOTAL NUMBER OF TEXTURES USED: 47
FEATURES:
1) Baked textures are 4k in PNG size format.
2) Parts are correctly named, and grouped with a textures name, so It can be easy to find with a Mesh name.
3) Low Poly modelling with proper UV unwrapped, no overlapping.
4) Previews are real-time rendering light-baked versions from Unity.
5) Default textures are seamless(Diffuse, Normal, Specular Map) and can use for lightmap baking as per your environment. As per your requirement, you can reduce textures size in JPEG format.
6) Every model has been checked with the appropriate software.
7)Model does not include any HDRP, Walkthrough, camera post-processing effect, or post-production plugin.
8)Lightmap is done by Bakery-GPU Ligthmapper(Not included only lightmap provided).
9)Bakery Lights included for light baking for the addition of any props or character(Required Bakery-GPU light mapper which is sold separately by Mr.F)
10)Feel Free to Contact me, I can Provide Step by Step Guidelines with Screenshot For Bakery GPU Startup In the scene
11)For Baking a new Light Map, You can delete My Bakey Folders and Import an Updated Bakery Package Or replace it With an Old one
12)Light Probes included.
13)Play your video on the screen.
14)Player setting (Color Space) Linear for same colour saturation output.
Price $29.99
Yokai_Kappa by Dima1991
------------------------------------------ short technical description ---------------------
- Vertex counts of characters: 40654
- Texture Resolutions: (armor x4096 body x4096 weapons x2048)
- Number of Animations: 47
---------------------------------------------- SUPPORT ------------------------------------
Email: dima.3dartist@gmail.com
--------------------------------------------Yokai Kappa------------------------------------
Yokai Kappa - https://youtu.be/rMKvqn71GVk
-------------------------------------------- FEATURES ------------------------------------
- 3 sets of unique texturesanimation;
- animation Sword
7x attack
1x death
2x hit
2x idle
1x rage
2x run
6x Walk
1x Jump
1x Turn Left 90
1x Turn Right 90
- monster
8x attack
1x death
2x hit
2x rage
2x idle
2x run
2x walk
1x fear
1x fear run
1x hysterics
Price $24.99
Poly HP - DungeonWarden by Downrain DC
Mecanim Humanoids : No
Animated : Yes
Animation types : In-place
Render Pipelines : Built-in / URP
Intended Platform : All
Platforms Tested : Windows
Documentation : No
DungeonWarden
Triangles : 5178
Vertices : 2788
Texture Resolutions : 1024x1024
Number of Textures : 3
Weapon can be removed
Rigged : Yes
Number of Animations : 10
- Idle
- Walk
- Run
- Attack_01
- Attack_02
- Attack_03
- CastSpell
- Dizzy
- Damage
- Die
Price $8.99
UNI VFX 6D: Epic Abilities for Visual Effect Graph by Asset Mage Webyw
List of all effects:
- Looping: Dust Devil, Energize, Haste Trail, Invulnerability, Radiance, Razor, Death Orb.
- One-time: Solar Flare, Meteorite, Shockwave, Invigorate, Dispersion, Displacement, Absorb.
Looping VFX contain extra effects for start and/or end of the loop.
There are 3 prefabs per VFX with various colors.
72 textures: 31 - 4K, 35 - 2K.
17 meshes optimized for VFX.
✨ UNI VFX 6D
- Universal visual effects for Unity URP and HDRP
- Uses performant GPU particle systems made in Visual Effect Graph.
- Enhanced with 6-way smoke lighting and other lit elements that seamlessly blend effects into your environment. The balance between lit and unlit components is meticulously tuned to maintain very good performance.
- Easily customisable VFX without the need to enter the Visual Effect Graph Editor.
- Up to 4k textures for maximum detail. Flipbooks use motion vectors for silky smoothness and the effects look great even in slow motion.
- A total of 42 Prefabs, 72 Textures and 17 Meshes optimized for VFX. Full content breakdown in the 'Technical details' below.
✔️ Let's have a look at the details:
- Most important properties are exposed so you can change color, disable selected components etc. directly in the Inspector.
- Uses HDR colors - in combination with Bloom (Post Processing Effect), you have full control over the glow amount.
- Uses (VFX) Events - looping effects can be stopped when needed without abruptly removing existing particles.
- Utilizes greatly improved custom uber effect shader (compared to the previous generation of UNI VFX) made in Shader Graph.
- Where appropriate, world-space components are used so moving objects leave particles behind.
⚙️ Requirements
Requires Unity 6 or newer with Visual Effect Graph and Shader Graph. Install those via Package Manager before installing this Pack. After installing them, restart the editor before importing the VFX pack.
Works in URP 3D and HDRP. Visual Effect Graph has limited compatibility with mobile devices (including WebGL platform).
All screenshots and videos were taken in URP. The URP demo scene uses post-processing: tonemapping, bloom, color adjustments, screen space lens flare and vignette.
📒 Feel free to look at the manual which contains more information and useful tips. It should quickly bring you up to speed, but you can also contact me directly: AssetMage@Webyw.cz
Price $27.99
Realistic Car Shaders - URP by Skril Studio
- 13 Shaders, from which are:
- 5 made for vehicle paint (simple and complex shaders)
- 3 made for glasses (simple and complex shaders)
- 1 made for metals (aluminium, stainless steel, etc)
- 2 made for multiple surface types (plastic, leather, fabric, wood, etc)
- 1 made for wheel blur effect
- 1 made for car lights (headlights, taillights and more)
- 194 premade ready to use materials
- 78 textures (37 are normal maps)
- 2 Demo scenes
- 3 meshes:
- Bavarian Sports Car
- GYM Fan Low Poly
- Ceiling Fan Low Poly
Realistic Car Shaders - URP offers optimized shaders with custom dynamic reflections, delivering real-time reflections even on mobile devices! Perfect for vehicles and many other props.
Test the best looking shaders in an interactive scene, under different conditions and lighting.
Tested on Unity 2022.3, Unity 2023.2, Unity 6.0, and Unity 6.1, and confirmed to works without any problems. Point lights and spotlights are not working on Unity 6.0. It may also work on other versions too, but it does not work on Unity 2021.x and older versions!
Demo scenes are using the New Input System and Text Mesh Pro.
Does not support Unity’s built-in reflection features such as Reflection Probes or Cubemaps. Instead, it uses a custom solution.
This asset features a custom reflection system that delivers near real-time reflections, even on mobile devices. You can also control the reflection update rate to optimize performance.
Online Documentation: Documentation.pdf
Contain the following shaders:
- Car-Body Cameleon
- Car-Body Diffuse & Decal & Pearl
- Car-Body Diffuse & Decal
- Car-Body Diffuse
- Car-Body Simple
- Car Lamp
- Blured Wheel
- Glass Diffuse & Decals
- Glass Diffuse
- Glass Simple
- Metals
- Multi Surface
- Multi Surface Simple
Contains multiple car body shader variations for different quality levels.
Fetures:
- Custom realtime reflections (even on mobile devices!)
- Chameleon car paint
- Holographic car paint
- Pearlescent & Metallic paint
- Carbon materials included
- Car Glass material (also good for car grilles, fences and more)
- Car & Glass damaged materials
- Gold & Platin materials included
- Support for transparent PNG decals
- Wheel bluring effect (demonstrated in a simple drag racing scene)
- Car light effect
- Multiple car shader variations for different quality levels
- Multiple surface types can be made with these shaders
- Alcantara, Fabric & Leather materials are included
The diffuse texture can be used to add non-paintable and non-reflective parts to the car's body. This feature is perfect for adding effects like rust, dirt, damage, scratches, and more to your vehicle’s body.
Bumped reflections add extra detail to your vehicle’s surface, such as an “orange peel” paint effect or water droplets. They’re also ideal for creating bumped, paintable wood floors in interior building scenes.
Glass shaders work well with transparent textures, such as a car’s grille, fences, etc.
These shaders are not limited to vehicles, you can use them for anything you want. They work great on props, furniture, glass, and more. It all depends on your creativity.
However, when used on flat surfaces, shadows can sometimes look odd.
With this asset you get access to the following (paid) 3D models for free:
*This asset does not include any vehicle physics controllers. Please check the demo video descriptions to see which other assets, if any, were used in creating the videos.
Check out my Other Assets (mostly car sounds and tools).
If you have any suggestions or encounter any issues with the asset, please feel free to contact me via Email, Facebook, or by filling out the contact form on my website.
May not be available to respond to messages during weekends and holidays.
Price $99.99
Traps & Platforms by Hippo
SPECIAL PROMO - request a new item in your REVIEW and we'll try to add it!
Fantasy Traps & Platforms is our new asset compatible with Hero Editors.
Related assets
● Character Editor 4-Directional
● Fantasy Monsters Animated [Megapack]
● Fantasy Monsters Animated [Bosses]
● Fantasy Inanimated Units and Props
● Fantasy Chest Boxes Animated
● Fantasy Backgrounds [Megapack]
Tech specs
● Unity 2021+
● Mobile friendly
● Any platform (PC, Android, iOS, WebGL)
Support
● Discord - questions, live chat with developers
It would be super awesome if you rate ★★★★★ my asset and leave your feedback! Your reviews inspire me for creating and improving my assets, thanks!
Price $9.90
Dungeon Builder Pro 2.0 – Procedural Level Generator with NavMesh & v6.0 Support by Despair
🧮 Multi-Level Biome Assignment – Each dungeon level now supports its own biome, with unique materials, lights, enemies and decorations.
🧗 Vertical Ladder System – Seamlessly connects levels via ladders, including rung generation and optional custom MonoBehaviour scripts.
🌲 Biome-Based Enemy Spawning – Populates rooms with enemies based on per-biome spawn chance and custom enemy prefab pools.
🖼️ Wall Decorations – Adds randomized wall-hugging props with offset and rotation control, scaled per-biome.
🌌 Roof Mesh Generation – Optionally creates ceilings over rooms using biome-specific materials and seamless tiling.
🧟 Enemy Room Logic – Automatically flags rooms as enemy zones and spawns a controlled number of hostile NPCs.
🏞️ Biome System Overhaul – Complete biome object per level, with flexible spawn weight, decoration limits, light settings, and enemy rules.
🧱 Ladder Room Wall Framing – Auto-generates small framing walls around ladder shafts for clean vertical connections.
🪔 Per-Room Lighting System – Procedurally spawns point lights in rooms with randomized intensity, range and biome-defined chance.
🧩 Fully Modular Structure – Each generation phase (rooms, corridors, stairs, build, decoration, lights, etc.) modularized for expansion.
🧮 Procedural Room Generation – Randomly creates non-overlapping rooms with customizable size ranges.
🛣️ Corridor Carving – Automatically connects rooms via L-shaped hallways.
🧩 Optimized Floor Meshing – Combines adjacent tiles into large quad planes to reduce draw calls.
🧱 Smart Wall Placement – Detects edges and generates directional wall segments with proper UV scaling.
💡 Dynamic Lighting – Randomly adds light sources to rooms based on a configurable chance.
🪑 Room Decorations – Places random decorative prefabs in each room using defined spawn limits.
🎮 Player Spawn System – Instantiates player prefab in the start room or uses a fallback capsule.
🧭 NavMesh Baking – Optionally generates a Unity NavMesh for AI pathfinding over all walkable surfaces.
🖼️ Material Control – Separate materials and texture scaling for floor and wall meshes.
⚙️ Auto Setup – Runs generation on Start() for quick testing and prototyping.
6.0 Support & Full Compatibility Update
This version has been completely overhauled to ensure full support and seamless integration with Unity v6.0. To address compatibility issues and eliminate legacy errors, all scripts have been significantly rewritten and optimized.
This includes crucial changes to the NavMesh generation scripts and the core logic to align with modern API standards. You can now use this asset in your v6.0 projects without any of the error codes found in the original version, ensuring a smooth and stable experience.
VERSION HISTORY:
Version 1.0 - The Foundation
The initial version provided a solid foundation for creating basic, single-level dungeons.
- Single-Level Generation: Creates a dungeon on a single floor.
- Basic Room & Corridor Layout: Generates rooms of a specified size and connects them with simple, two-unit wide corridors.
- Core Customization: Allowed setting grid size, room count, and room dimensions.
- Simple Theming: Supported assigning a single Wall and Floor material for the entire level.
- Basic Content: Included options for placing a Player prefab and spawning simple decorations within rooms.
- NavMesh Support: Capable of generating a basic NavMesh for the level.
New in Version 2.0 - Multi-Level Architecture & Biomes
Version 2.0 was a massive architectural leap, introducing verticality and environmental variety.
- ✅ Multi-Level Dungeons: The most significant upgrade was the ability to generate dungeons with multiple floors, connected by a levelHeight parameter.
- ✅ Biome System: A comprehensive Biome system was introduced. Instead of single materials, you can now create distinct Biomes, each with its own: Wall, Floor, and new Roof materials. Customizable lighting (intensity and range). Enemy spawning (defining prefabs, count, and chance). Advanced decoration options, including wall-mounted decorations.
- ✅ Inter-Level Connectivity: Automatic ladder generation was added to connect overlapping rooms between different levels.
- ✅ Exit Portal: An exitPortalPrefab was added to define a clear endpoint for the dungeon.
- ✅ Advanced Wall Generation: The wall generation logic was improved for better optimization and to support wall decorations.
New in Version 3.0 - Advanced Algorithms & Pro Workflow
Version 3.0 focuses on professional-grade control, vastly expanded variety, and critical workflow enhancements.
Core Generation & Variety
- ✅ Multiple Generation Algorithms: Choose between the classic Rooms & Corridors or the new Cellular Automata algorithm to create more organic, cave-like layouts.
- ✅ Seed-Based Generation: A critical new feature that allows you to generate specific, reproducible level layouts using a seed. Perfect for testing, debugging, and sharing your creations.
- ✅ Randomized Room Count: Instead of a fixed number, you can now set a minimum and maximum range for the room count, adding more unpredictability and variety to your dungeons.
Layout & Storytelling Control
- ✅ Dungeon Flow Graph: Go beyond random generation. This new system (previously called Sequential Biomes) allows you to define a logical path for the player, ensuring a hand-crafted, story-driven experience (e.g., Start → Puzzle Room → Treasure Room → Boss → Exit).
- ✅ Room Connection Styles: Control how your dungeon feels by choosing between Direct room-to-room connections for an open feel or traditional Corridors for a classic dungeon crawl.
Workflow & Quality of Life (QoL) Improvements
- ✅ Advanced Prefab Saving: The "Save As Prefab" function is now more powerful than ever. It not only bakes the NavMesh directly into the prefab but also copies all materials, creating a truly standalone, drag-and-drop ready level.
- ✅ Instant Generation: Generate and clear your dungeon with a single click directly from the Inspector for rapid iteration.
- ✅ Bug Fixes & Refinements: Includes key improvements, such as a fix for the "Place Along Walls" feature, ensuring more stable and reliable object placement.
- ✅ Optimization: The core script has been refined for a faster, more optimized workflow, especially for modern engines.
Dungeon Builder Pro 2.0 is a powerful procedural level generator for Unity, designed to create clean, efficient dungeon layouts in seconds. It features automatic UV tiling for seamless visuals, NavMesh-ready generation for instant AI navigation, and flexible object and light spawning with per-room control.
Why use a dungeon generator?
Designing levels manually is time-consuming. Dungeon Builder Pro lets you generate endless variations instantly, perfect for roguelikes, RPGs, or any game needing procedural or modular environments.
If you own the ORIGINAL version of Dungeon Builder Pro 2, you can get this new 6.0 version for FREE!
(And if you buy this version, you also get the 2021 version for free it works both ways!)
Please note: due to major architectural differences in Unity between versions 2021/2022 and 6.0+, it was not technically possible to support all versions in a single package. That’s why this is released as a separate version however, you’re covered either way.
Supported Render Pipelines:
- ✅ Standard/Built-In
- ✅ Universal Render Pipeline
- ✅ High Definition Render Pipeline
For a full feature list, complete version history, and v6.0 compatibility notes, please see the Technical Details section.
Price $20.00
Dungeon Builder Pro 3.0 – Procedural Level Generator with NavMesh & v6.0 Support by Despair
🧠 Algorithms & Architecture
- Dual Generation Algorithms: Switch between "Rooms & Corridors" and "Cellular Automata" at runtime.
- Multi-Level Support: Supports multiple stacked floors with vertical ladder connections.
- Modular Generation: Each phase (grid, rooms, corridors, build, lights, enemies) is individually extendable.
🏞️ Biomes & Styling
- Per-Level Biomes: Each level can have a different biome with its own materials, enemies, lights, and decorations.
- Smart Tiling System: Auto-applies tiling scale per material based on floor/wall/roof size.
- Custom Material Saving: Automatically saves tiled materials when exporting prefabs.
🛠️ Editor & Prefab Workflow
- Custom Editor Tools: Generate, clear, and export dungeons directly from the Inspector.
- Full Prefab Export: Saves the dungeon as a reusable prefab, including tiled materials and baked NavMesh.
- NavMesh Asset Exporting: Saves the baked NavMesh as a separate asset with the prefab.
🧱 Geometry Generation
- Procedural Rooms: Creates non-overlapping rooms with adjustable size ranges.
- Corridor Carving: L-shaped hallway connections, or direct room adjacency.
- Wall Generation: Smart directional wall segments with decoration support.
- Floor & Roof Optimization: Combines large areas into single quads to reduce draw calls.
🎮 Gameplay Integration
- Player Spawn System: Automatically places player prefab or fallback capsule.
- NavMesh Baking: Optionally generates NavMesh for AI pathfinding using Unity's system.
- Enemy Spawning: Biome-based enemy room logic with spawn limits and randomization.
- Decoration System: Wall-based and free-form decorations per room using spawn rules.
- Lighting System: Dynamic point lights with per-biome intensity, range, and spawn chance.
🚪 Vertical Connectivity
- Ladder System: Generates ladders between levels with automatic side framing and rungs.
- Optional MonoBehaviour Support: Copy your custom scripts and values onto ladders.
6.0 Support & Full Compatibility Update:
This version has been completely overhauled to ensure full support and seamless integration with Unity v6.0. To address compatibility issues and eliminate legacy errors, all scripts have been significantly rewritten and optimized.
This includes crucial changes to the NavMesh generation scripts and the core logic to align with modern API standards. You can now use this asset in your v6.0 projects without any of the error codes found in the original version, ensuring a smooth and stable experience.
VERSION HISTORY:
Version 1.0 - The Foundation
The initial version provided a solid foundation for creating basic, single-level dungeons.
- Single-Level Generation: Creates a dungeon on a single floor.
- Basic Room & Corridor Layout: Generates rooms of a specified size and connects them with simple, two-unit wide corridors.
- Core Customization: Allowed setting grid size, room count, and room dimensions.
- Simple Theming: Supported assigning a single Wall and Floor material for the entire level.
- Basic Content: Included options for placing a Player prefab and spawning simple decorations within rooms.
- NavMesh Support: Capable of generating a basic NavMesh for the level.
New in Version 2.0 - Multi-Level Architecture & Biomes
Version 2.0 was a massive architectural leap, introducing verticality and environmental variety.
- ✅ Multi-Level Dungeons: The most significant upgrade was the ability to generate dungeons with multiple floors, connected by a levelHeight parameter.
- ✅ Biome System: A comprehensive Biome system was introduced. Instead of single materials, you can now create distinct Biomes, each with its own: Wall, Floor, and new Roof materials. Customizable lighting (intensity and range). Enemy spawning (defining prefabs, count, and chance). Advanced decoration options, including wall-mounted decorations.
- ✅ Inter-Level Connectivity: Automatic ladder generation was added to connect overlapping rooms between different levels.
- ✅ Exit Portal: An exitPortalPrefab was added to define a clear endpoint for the dungeon.
- ✅ Advanced Wall Generation: The wall generation logic was improved for better optimization and to support wall decorations.
New in Version 3.0 - Advanced Algorithms & Pro Workflow
Version 3.0 focuses on professional-grade control, vastly expanded variety, and critical workflow enhancements.
Core Generation & Variety
- ✅ Multiple Generation Algorithms: Choose between the classic Rooms & Corridors or the new Cellular Automata algorithm to create more organic, cave-like layouts.
- ✅ Seed-Based Generation: A critical new feature that allows you to generate specific, reproducible level layouts using a seed. Perfect for testing, debugging, and sharing your creations.
- ✅ Randomized Room Count: Instead of a fixed number, you can now set a minimum and maximum range for the room count, adding more unpredictability and variety to your dungeons.
Layout & Storytelling Control
- ✅ Dungeon Flow Graph: Go beyond random generation. This new system (previously called Sequential Biomes) allows you to define a logical path for the player, ensuring a hand-crafted, story-driven experience (e.g., Start → Puzzle Room → Treasure Room → Boss → Exit).
- ✅ Room Connection Styles: Control how your dungeon feels by choosing between Direct room-to-room connections for an open feel or traditional Corridors for a classic dungeon crawl.
Workflow & Quality of Life (QoL) Improvements
- ✅ Advanced Prefab Saving: The "Save As Prefab" function is now more powerful than ever. It not only bakes the NavMesh directly into the prefab but also copies all materials, creating a truly standalone, drag-and-drop ready level.
- ✅ Instant Generation: Generate and clear your dungeon with a single click directly from the Inspector for rapid iteration.
- ✅ Bug Fixes & Refinements: Includes key improvements, such as a fix for the "Place Along Walls" feature, ensuring more stable and reliable object placement.
- ✅ Optimization: The core script has been refined for a faster, more optimized workflow, especially for modern engines.
Dungeon Generator 3.0 creates fully playable, multi-level dungeons in seconds using Rooms & Corridors or Cellular Automata. Features include biome styling, NavMesh baking, dynamic lights, decorations, AI spawning, and editor-integrated prefab export. Ideal for roguelikes, RPGs, or quick prototyping in any genre.
❓ Why Dungeon Generator 3.0?
- ⚡ Instant Results – Generate complex multi-level dungeons in seconds.
- 🧩 Modular & Flexible – Customize generation phases, biomes, and styles.
- 🧠 Smart AI Support – Includes NavMesh baking and enemy placement.
- 🖼️ Visual Control – Auto-tiling, lighting, and decoration per biome.
- 🛠️ Editor Tools – Generate, clear, and save prefabs directly from the Inspector.
- 🎮 Gameplay Ready – Fully playable output with player & exit spawn logic.
If you own the ORIGINAL version of Dungeon Builder Pro 3, you can get this new 6.0 version for FREE!
(And if you buy this version, you also get the 2021 version for free it works both ways!)
Please note: due to major architectural differences in Unity between versions 2021/2022 and 6.0+, it was not technically possible to support all versions in a single package. That’s why this is released as a separate version however, you’re covered either way.
Supported Render Pipelines:
- ✅ Standard/Built-In
- ✅ Universal Render Pipeline
- ✅ High Definition Render Pipeline
For a full feature list, complete version history, and v6.0 compatibility notes, please see the Technical Details section.
Price $25.00
Dungeon Builder Pro – Procedural Level Generator with NavMesh & v6.0 Support by Despair
- 🧮 Procedural Room Generation – Randomly creates non-overlapping rooms with customizable size ranges.
- 🛣️ Corridor Carving – Automatically connects rooms via L-shaped hallways.
- 🧩 Optimized Floor Meshing – Combines adjacent tiles into large quad planes to reduce draw calls.
- 🧱 Smart Wall Placement – Detects edges and generates directional wall segments with proper UV scaling.
- 💡 Dynamic Lighting – Randomly adds light sources to rooms based on a configurable chance.
- 🪑 Room Decorations – Places random decorative prefabs in each room using defined spawn limits.
- 🎮 Player Spawn System – Instantiates player prefab in the start room or uses a fallback capsule.
- 🧭 NavMesh Baking – Optionally generates a Unity NavMesh for AI pathfinding over all walkable surfaces.
- 🖼️ Material Control – Separate materials and texture scaling for floor and wall meshes.
- ⚙️ Auto Setup – Runs generation on Start() for quick testing and prototyping.
6.0 Support & Full Compatibility Update
This version has been completely overhauled to ensure full support and seamless integration with Unity v6.0. To address compatibility issues and eliminate legacy errors, all scripts have been significantly rewritten and optimized.
This includes crucial changes to the NavMesh generation scripts and the core logic to align with modern API standards. You can now use this asset in your v6.0 projects without any of the error codes found in the original version, ensuring a smooth and stable experience.
VERSION HISTORY:
Version 1.0 - The Foundation
The initial version provided a solid foundation for creating basic, single-level dungeons.
- Single-Level Generation: Creates a dungeon on a single floor.
- Basic Room & Corridor Layout: Generates rooms of a specified size and connects them with simple, two-unit wide corridors.
- Core Customization: Allowed setting grid size, room count, and room dimensions.
- Simple Theming: Supported assigning a single Wall and Floor material for the entire level.
- Basic Content: Included options for placing a Player prefab and spawning simple decorations within rooms.
- NavMesh Support: Capable of generating a basic NavMesh for the level.
New in Version 2.0 - Multi-Level Architecture & Biomes
Version 2.0 was a massive architectural leap, introducing verticality and environmental variety.
- ✅ Multi-Level Dungeons: The most significant upgrade was the ability to generate dungeons with multiple floors, connected by a levelHeight parameter.
- ✅ Biome System: A comprehensive Biome system was introduced. Instead of single materials, you can now create distinct Biomes, each with its own: Wall, Floor, and new Roof materials. Customizable lighting (intensity and range). Enemy spawning (defining prefabs, count, and chance). Advanced decoration options, including wall-mounted decorations.
- ✅ Inter-Level Connectivity: Automatic ladder generation was added to connect overlapping rooms between different levels.
- ✅ Exit Portal: An exitPortalPrefab was added to define a clear endpoint for the dungeon.
- ✅ Advanced Wall Generation: The wall generation logic was improved for better optimization and to support wall decorations.
New in Version 3.0 - Advanced Algorithms & Pro Workflow
Version 3.0 focuses on professional-grade control, vastly expanded variety, and critical workflow enhancements.
Core Generation & Variety
- ✅ Multiple Generation Algorithms: Choose between the classic Rooms & Corridors or the new Cellular Automata algorithm to create more organic, cave-like layouts.
- ✅ Seed-Based Generation: A critical new feature that allows you to generate specific, reproducible level layouts using a seed. Perfect for testing, debugging, and sharing your creations.
- ✅ Randomized Room Count: Instead of a fixed number, you can now set a minimum and maximum range for the room count, adding more unpredictability and variety to your dungeons.
Layout & Storytelling Control
- ✅ Dungeon Flow Graph: Go beyond random generation. This new system (previously called Sequential Biomes) allows you to define a logical path for the player, ensuring a hand-crafted, story-driven experience (e.g., Start → Puzzle Room → Treasure Room → Boss → Exit).
- ✅ Room Connection Styles: Control how your dungeon feels by choosing between Direct room-to-room connections for an open feel or traditional Corridors for a classic dungeon crawl.
Workflow & Quality of Life (QoL) Improvements
- ✅ Advanced Prefab Saving: The "Save As Prefab" function is now more powerful than ever. It not only bakes the NavMesh directly into the prefab but also copies all materials, creating a truly standalone, drag-and-drop ready level.
- ✅ Instant Generation: Generate and clear your dungeon with a single click directly from the Inspector for rapid iteration.
- ✅ Bug Fixes & Refinements: Includes key improvements, such as a fix for the "Place Along Walls" feature, ensuring more stable and reliable object placement.
- ✅ Optimization: The core script has been refined for a faster, more optimized workflow, especially for modern engines.
Dungeon Builder Pro is a powerful procedural level generator for Unity. It features automatic UV-tiling for clean visuals, NavMesh-ready layouts, and flexible object and light spawning with per-room control. Whether you're building a roguelike or prototyping a level system, it's ready to drop in.
If you own the ORIGINAL version of Dungeon Builder Pro, you can get this new 6.0 version for FREE!
(And if you buy this version, you also get the 2021 version for free it works both ways!)
Please note: due to major architectural differences in Unity between versions 2021/2022 and 6.0+, it was not technically possible to support all versions in a single package. That’s why this is released as a separate version however, you’re covered either way.
Supported Render Pipelines:
✅ Standard/Built-In
✅Universal
✅High-Definition
For a full feature list, complete version history, and v6.0 compatibility notes, please see the Technical Details section.
Price $15.00
Level Generator Pro 2.0 - Procedural Dungeons, Mazes, NavMesh & v6.0 Support by Despair
🔷 MAZE:
- 🧱 Procedural Maze Generation – Generates unique mazes using Recursive Backtracker or Prim’s Algorithm with customizable size and cell dimensions.
- 🧭 Start & End Point Logic – Supports manual or randomized start/end cell placement.
- 🏗️ Wall & Floor Prefab System – Uses custom or auto-generated prefabs for walls and floors.
- 🎲 Seed-Based Randomness – Deterministic generation with optional random seed support.
- 👤 Player Spawning – Automatically spawns the player at the defined start cell.
- 🎁 Random Object Spawning – Dynamically places random prefabs across the maze, avoiding the start and end cells.
- 🌐 NavMesh Integration – Fully baked NavMesh support for AI navigation out of the box.
- 🧱 Individual Wall Logic – Each cell tracks wall presence (top, bottom, left, right) independently.
- 🔁 Runtime Generation – Mazes can be generated automatically on game start or manually via script.
- 📦 Self-Contained Maze Object – Entire maze hierarchy is grouped under a parent GameObject.
- 🔄 Automatic Cleanup – Old maze instances are removed before new generation.
- ❌ Collider Handling – Custom collider setup ensures NavMesh compatibility (no unwanted collisions).
- 📏 Cell Scaling – Cell size directly affects spacing, wall/floor scaling, and positioning.
- 🧠 Multiple Generation Algorithms – Choose between Recursive Backtracker or Prim's Algorithm for different maze layouts and design goals.
- 🌀 Extra Wall Removal – Adds controlled loops and branching paths with adjustable randomness.
- 🎨 Material Set System – Assign multiple material sets to add visual variety per corridor or cell.
- 🤖 AI Spawning System – Spawn enemies or NPCs at random positions using AI-prefab support.
- 🚪 End Object Placement – Automatically spawn an object (e.g. portal, goal) at the maze’s end cell.
- 🧲 Wall-Mounted Object Spawning – Attach torches, traps, or signs directly to maze walls with probability and offset controls.
- 🧹 Temp Prefab Management – Automatically creates and removes temporary fallback prefabs for walls/floors when none are assigned.
- 🛠️ Editor-Friendly Inspector – Organized headers, tooltips, and intuitive layout for faster configuration.
🔶 DUNGEON:
- 🧮 Multi-Level Biome Assignment – Each dungeon level now supports its own biome, with unique materials, lights, enemies and decorations.
- 🧗 Vertical Ladder System – Seamlessly connects levels via ladders, including rung generation and optional custom MonoBehaviour scripts.
- 🌲 Biome-Based Enemy Spawning – Populates rooms with enemies based on per-biome spawn chance and custom enemy prefab pools.
- 🖼️ Wall Decorations – Adds randomized wall-hugging props with offset and rotation control, scaled per-biome.
- 🌌 Roof Mesh Generation – Optionally creates ceilings over rooms using biome-specific materials and seamless tiling.
- 🧟 Enemy Room Logic – Automatically flags rooms as enemy zones and spawns a controlled number of hostile NPCs.
- 🏞️ Biome System Overhaul – Complete biome object per level, with flexible spawn weight, decoration limits, light settings, and enemy rules.
- 🧱 Ladder Room Wall Framing – Auto-generates small framing walls around ladder shafts for clean vertical connections.
- 🪔 Per-Room Lighting System – Procedurally spawns point lights in rooms with randomized intensity, range and biome-defined chance.
- 🧩 Fully Modular Structure – Each generation phase (rooms, corridors, stairs, build, decoration, lights, etc.) modularized for expansion.
- 🧮 Procedural Room Generation – Randomly creates non-overlapping rooms with customizable size ranges.
- 🛣️ Corridor Carving – Automatically connects rooms via L-shaped hallways.
- 🧩 Optimized Floor Meshing – Combines adjacent tiles into large quad planes to reduce draw calls.
- 🧱 Smart Wall Placement – Detects edges and generates directional wall segments with proper UV scaling.
- 💡 Dynamic Lighting – Randomly adds light sources to rooms based on a configurable chance.
- 🪑 Room Decorations – Places random decorative prefabs in each room using defined spawn limits.
- 🎮 Player Spawn System – Instantiates player prefab in the start room or uses a fallback capsule.
- 🧭 NavMesh Baking – Optionally generates a Unity NavMesh for AI pathfinding over all walkable surfaces.
- 🖼️ Material Control – Separate materials and texture scaling for floor and wall meshes.
- ⚙️ Auto Setup – Runs generation on Start() for quick testing and prototyping.
6.0 Support & Full Compatibility Update
This version has been completely overhauled to ensure full support and seamless integration with Unity v6.0. To address compatibility issues and eliminate legacy errors, all scripts have been significantly rewritten and optimized.
This includes crucial changes to the NavMesh generation scripts and the core logic to align with modern API standards. You can now use this asset in your v6.0 projects without any of the error codes found in the original version, ensuring a smooth and stable experience.
VERSION HISTORY:
Version 1.0 - The Foundation
The initial version offered two distinct, single-level generation modes in one package.
- Dual Generator System: A single component could switch between generating Dungeons or Mazes.
- Dungeon Mode (v1.0): Single-Level Generation: Created basic dungeons on a single floor. Core Layout: Generated rooms and connected them with simple corridors. Basic Customization: Allowed setting grid size, room count, and dimensions. Simple Theming: Supported a single Wall and Floor material for the entire level. Basic Content: Included options for placing a Player prefab and simple decorations.
- Maze Mode (v1.0): Single-Level Generation: Created classic, single-floor mazes. Core Algorithm: Used a Recursive Backtracker algorithm. Basic Customization: Allowed setting maze dimensions, cell size, and seed. Start/End Points: Could define and randomize start and end cells. Basic Content: Supported random object spawning within the maze paths.
New in Version 2.0 - Multi-Level Architecture & Advanced Features
Version 2.0 was a massive upgrade, introducing verticality to Dungeons and adding significant depth to both modes.
- ✅ Dungeon Mode - Multi-Level & Biomes: Multi-Level Dungeons: The Dungeon generator could now create dungeons with multiple floors, connected by a levelHeight parameter. Biome System: A comprehensive Biome system was introduced for dungeons, allowing distinct themes per level, each with its own: Wall, Floor, and new Roof materials. Customizable lighting, enemy spawning, and wall-mounted decorations. Inter-Level Connectivity: Automatic ladder generation was added to connect overlapping rooms between floors. Exit Portal: An exitPortalPrefab could be added to define a clear endpoint.
- ✅ Maze Mode - More Algorithms & Variety: New Maze Algorithms: Added Prim's Algorithm as an alternative to Recursive Backtracker. Advanced Customization: Introduced an Extra Wall Removal chance to create more open, less perfect mazes. Material Sets: A "biome-like" system was added for mazes, allowing you to define multiple wall/floor material sets for varied theming. More Content: Added dedicated AI spawning and support for wall-mounted objects (e.g., torches) in corridors.
New in Version 3.0 - Unification & Pro-Level Control
Version 3.0 is a complete architectural overhaul. The key theme is feature parity: the Maze generator now inherits the powerful multi-level capabilities of the Dungeon generator, and both modes receive professional workflow features.
- ✅ Dungeon Mode - Advanced Algorithms & Layout Control: New Dungeon Algorithm: Added a Cellular Automata algorithm to create organic, cave-like dungeons. New Room Connection Styles: Choose between Direct connections (with doors) or traditional Corridors. Dungeon Flow Graph: A new system to define a sequential, story-driven path of biomes (e.g., Start → Puzzle → Boss → Exit). Randomized Room Count: Set a min/max range for room count per level for more variety.
- ✅ Maze Mode - GOES MULTI-LEVEL! Multi-Level Mazes: The Maze generator is no longer limited to a single floor! It now fully supports multi-level generation with automatic ladders to connect floors. Roof Generation & Biomes: Mazes now support roof generation and can use the full Biome system, allowing you to set a different theme for each level. Randomized Level Sizes: Optionally randomize the width and height of each maze level for more dynamic structures.
- ✅ Workflow & QoL (For Both Modes): Advanced Prefab Saving: A critical workflow upgrade. You can now save the entire generated level (both Dungeon and Maze) as a single, standalone prefab that includes the baked NavMesh and all copied materials. Seed-Based Generation: A universal, top-level seed controller for creating reproducible levels in both modes. General Optimization: The entire codebase has been refined for better performance and a smoother editor experience.
🧩 Level Generator Pro 2.0 – Procedural Dungeons, Mazes & Biomes
Create dynamic, replayable levels in seconds! Level Generator Pro 2.0 generates advanced procedural dungeons, multi-level mazes, and biomes with full NavMesh support, lighting, decorations, enemies, and flexible player/object spawning. Perfect for roguelikes, RPGs, puzzle, or exploration games.
✨ Why Level Generator?
Hand-made levels take days to design. With Level Generator Pro, build unlimited unique layouts instantly boosting prototyping, replayability, and production speed.
⚡ Easy to use, fully customizable, and works right out of the box. Start building unique levels in seconds, no coding required!
If you own the ORIGINAL version of Level Generator 2, you can get this new 6.0 version for FREE!
(And if you buy this version, you also get the 2021 version for free it works both ways!)
Please note: due to major architectural differences in Unity between versions 2021/2022 and 6.0+, it was not technically possible to support all versions in a single package. That’s why this is released as a separate version however, you’re covered either way.
Supported Render Pipelines:
- ✅ Standard/Built-In
- ✅ Universal
- ✅ High-Definition
For a full feature list, complete version history, and v6.0 compatibility notes, please see the Technical Details section.
Price $30.00
