Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $31.49. The latest store price is $34.99.
View 5 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $34.99 | Latest store price | |
| $34.99 | Unity First Price 2026-06-19 2026-06-26 | |
| $31.49 | Unity New Release Discount 2026-06-17 2026-07-01 | |
| $31.49 | Unity New Release Discount 2026-06-17 2026-07-01 | |
| $31.49 | Unity New Release Discount 2026-06-17 2026-07-01 |
Sale and bundle history
The 4 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About QuickGen2D - Procedural Dungeon Generator
- Tools, Systems & Learning > Development Tools & Automation
- Tools, Systems & Learning > Level & World Building
What can you do?
Map generators - you can connect several ScriptableObject generators:
- RoomMapGenerator: carves rectangular rooms out of a solid wall layout and links them with corridors, offering two connection modes.
- BlobGrowthGenerator: starts from a single tile and expands a floor “blob” until it reaches a target number of tiles.
- CellularAutomataMapGenerator: generates cave-like maps by seeding random walls and smoothing them over several iterations.
Decoration system
- Creates several islands with tight clusters around chosen centers
- Finds floor cells next to walls and places objects along the walls
- Starts at one point and gradually fills neighboring cells until it forms one continuous area
- Selects several rectangular areas and fills their cells at a set density
- Moves across the map in X and Y steps and places an object every N cells creating a neat sparse grid
- Goes through all floor cells and places an object with a fixed chance resulting in an even but random sprinkling
- Places objects every other cell like a chessboard
Post-generation rules - After creating a generation, you can set your own rules for spawning objects on the map:
- Spawn players, portals, enemies.
- Scatter bonuses, items, or environment based on received positions.
API:
- Run any rule at runtime (for example, after all monsters have been killed).
- Dynamically add or remove layers of decorations.