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Price history
Lowest recorded standalone price: $15. Recorded observations span to . This is our available history, not a guaranteed all-time low. Bundle package prices are separate.
Standalone price
Last three months, in USD. Bundle prices cover the whole package.
About SSS Map Generator
- Tools, Systems & Learning > Development Tools & Automation
- Tools, Systems & Learning > Level & World Building
Starting from Version 1.2.0, the scripts have been significantly refactored. Separation of responsibilities Event-driven architecture Save and load functionality Support for ScrollView Enhanced validation Detailed error logging Extensive inline code comments etc. Designed with Unity and C# best practices in mind, the system is built to be developer-friendly. It is also continuously reviewed and improved based on user feedback. Changing icons for each node. Configuration of various nodes (e.g., enemies, bosses, shops, etc., freely customizable). Setting spawn rates, appearing floors, fixed floors, etc., for each type of node. Number of floors, routes and active routes. Size of normal nodes, start nodes, and final nodes. Distance between floors and routes. Changing background images of the map, and adjusting margins between map and background. Various path settings (color, thickness, padding, etc.). Drag sensitivity. Option to create a start node. Option to offset nodes for placement. Option to display text on nodes. Option to allow path intersections. Option to enable completely random placement. Whether to use a random or fixed seed for map generation. Mode Switching. Save, Load, and Delete Save Data. Gamepad supported. ScrollView suppoted. Executing each node (such as enemies or shops) requires some scripting. For this reason, this asset is not recommended for users with no understanding of C# or for those who rely solely on visual scripting. That said, the required code modifications are kept very simple. Developed with Unity 6, but works with any version that supports "TextMeshPro" and "Input System". Developed using URP, but works without issues with Built-in RP and HDRP as well.
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