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2D Map Generator preview
Unity

2D Map Generator

By TBOXFINN

$7.50 $15 50% off

About 2D Map Generator

  • Tools, Systems & Learning > Development Tools & Automation
  • Tools, Systems & Learning > Level & World Building
  • Theme > Buildings & Infrastructure
Building procedural 2D rooms usually means writing the generator, then hand-wiring every wall corner to the right sprite. 2D Map Generator does both. Pick a fill algorithm, link a Tile Set Profile, and the level appears in your Scene view with walls matched to the surrounding floor layout.
Three Generation Modes
Random Walk with configurable walker direction, spawn and removal chances
Rooms + Corridors with non-overlapping rooms joined by L-shaped corridors
Cellular Automata with smoothing passes and automatic region connection
The inspector shows only the settings for the active mode

Live Preview
Regenerates in the Scene view as you change settings, seeds, prefabs or profiles
Preview objects are not saved into your scene file
Clears on entering Play Mode and rebuilds when you return
Stops at 10,000 cells and keeps the last valid preview

Automatic Wall Placement
Walls surround every floor, including diagonal-only corners
Each wall stores an eight-neighbor floor mask
Isolated single walls are converted to floor
Falls back from exact mask to canonical mask to cardinal mask to directional sprite to Generic Wall

Tile Set Profile
A ScriptableObject that stores sprite assignments for Base Wall, Floor, Generic Wall, Wall Up/Down/Left/Right and Wall Topology
Several sprites per role are chosen at random
Your template prefabs keep their hierarchy, colliders and sorting
Editing the profile refreshes every linked generator

Tile Set Builder Window
Open from Tools > 2D Map Generator > Tile Set Builder
Import existing sliced sprites by dropping textures or sprites
Visual 3x3 topology board with filter by mask, hex or direction (N, SE, NW)
Floors tab with a gallery and a preview panel
Sprite palette with a role drop-down per sprite
Undo support on assignments

Exact Tile Sizing
Sprite Render Size is set in world units
Compensates for renderer scale
Independent of texture Pixels Per Unit
Prefab transforms and colliders are not changed

Optional Grid Slicing and Prefab Baking
Slice an atlas by cell size, offset, spacing and PPU
Bake one prefab per assigned sprite into a dedicated folder
Apply baked arrays to a LevelGenerator with Undo

Safety Limits
Validates grid size, probabilities, room settings and prefab arrays before generating
Clear console errors instead of silent failures
Iteration and work caps prevent runaway generation

Fixed Seeds
Reproduce the same layout on demand
The previous random state is restored afterwards, so other systems are unaffected

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