Unity Dungeon Crawler 3d Kit (Gridder)
A downloadable asset pack
Unity package for starting a gridder style dungeon crawler.
Includes:
- level editor
- player
- shaders for wall, floor, and ceiling
This is very basic and intended to help someone new to Unity get started.
Tested with Unity 6.3 and URP.
| Published | 4 hours ago |
| Status | Released |
| Category | Assets |
| Release date | 4 hours ago |
| Author | bml |
| Made with | Unity |
| Tags | 3D, Asset Pack, Dungeon Crawler, Unity |
| Code license | Unlicense |
| Asset license | Creative Commons Zero v1.0 Universal |
| Average session | A few seconds |
| AI Disclosure | AI Assisted, Code |
Download
Download
DungeonStarter-v1.unitypackage 491 kB
Install instructions
How to Use DungeonStarter
This guide will walk you through the process of creating a new dungeon level from scratch, setting up the player, and applying materials.
Step 1: Create the Core Assets
Before building a level, you need to create the ScriptableObject that will hold the reference to your active level.
- Create the Level Variable: In the Project window, right-click and navigate to Create > DungeonStarter > Variables > Current Level.
- Name this new asset something memorable, like
Var_CurrentLevel. This asset will act as a global pointer to whatever level is currently being played.
Step 2: Design Your Dungeon Layout
- Open the Level Editor: In the Unity menu bar, go to DungeonStarter > Level Editor.
- Create New Level Data: The editor window will be empty. Click the "Create New Level Data" button.
- Save the Asset: A save dialog will appear. Name your new level (e.g.,
Level_01_Crypt) and save it. The editor will now display a 50x50 grid of solid white (walls). - Paint Your Dungeon:
- Ensure you are in "Paint Walls" mode (the default).
- Left-click and drag to carve out your hallways and rooms. These will appear as black squares.
- Right-click and drag to fill areas back in with walls.
- Set the Player Start:
- Switch to "Set Start" mode using the toolbar at the top of the editor.
- Choose a Start Direction from the dropdown menu.
- Click on any open (black) tile in your grid. A green arrow will appear, marking the player's spawn point and orientation.
- Your
LevelDataasset is now saved and ready to be used.
Step 3: Build the Level in the Scene
- Create a Level Manager: In your scene, create an empty GameObject and name it "LevelManager".
- Add the Level Component: Add the
DungeonStarter/Levelcomponent to your LevelManager object. - Assign Assets:
- Drag your
LevelDataasset (e.g.,Level_01_Crypt) into the Level Data slot. - Drag your
Var_CurrentLevelasset into the Current Level Variable slot. - Create and assign your Wall, Floor, and Ceiling prefabs. These can be simple cubes for now.
- Drag your
- Generate the Geometry: Right-click the
Levelcomponent in the Inspector and choose "Generate Level". The 3D representation of your dungeon will appear in the scene, neatly organized.- Alternatively, with the LevelManager selected, use the DungeonStarter > Generate Selected Level menu item.
Step 4: Set Up the Player
- Create the Player Object: Create a new empty GameObject named "Player". Add a Camera to it so you can see.
- Add the Player Component: Add the
DungeonStarter/Playercomponent to your Player object. - Assign the Level Variable: Drag your
Var_CurrentLevelasset into the Current Level Variable slot on the Player component. - Press Play! The player will automatically find the start position from the
LevelDataand you can move around using the WASD/QE keys.
Step 5: Apply Shaders and Materials
- Create Materials: Create new materials for your walls, floors, and ceilings (e.g.,
M_BrickWall,M_StoneFloor). - Assign Shaders: Select a material, and in the Inspector's shader dropdown, choose one of the
DungeonStartershaders (e.g.,DungeonStarter/Brick Pattern). - Configure Materials: Adjust the colors, tiling, and other properties on each material to achieve your desired look.
- Apply to Prefabs: Apply these configured materials to your Wall, Floor, and Ceiling prefabs.
- Re-Generate: If you generate your level again, it will now be built using your styled prefabs.



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