What problem does it solve?
This Skill bridges the gap between high-level procedural generation design concepts and their implementation in Unity, ensuring generated content is controllable, reproducible, and meets designer constraints.
Core Features & Use Cases
- Noise-Based Generation: Create natural-looking terrain and placement using tunable noise functions.
- Tile & Grid Systems: Implement rule-based placement on grids with custom tile definitions.
- Dungeon/Room Generation: Design algorithms for procedurally generating interconnected rooms and corridors.
- Seed & Reproducibility: Ensure all generated content is deterministic for a given seed.
- Content Budgeting: Enforce designer-defined constraints on content quantity and rarity.
- Runtime vs. Baked Generation: Support for both editor-time asset baking and runtime dynamic generation.
- Use Case: A game designer wants to create a unique dungeon layout for every playthrough. This Skill allows them to define parameters like room size, density, and corridor style, and then generate a new, playable dungeon each time based on a specific seed.
Quick Start
Use the unity-procedural-gen skill to generate a dungeon layout using a provided DungeonConfig asset.