Layout Nodes
Cave
Generates an organic cave via cellular automata as tagged spawn points. prefabHandle: 0=floor, 1=wall.
Inputs
- Seed (Float)
- Width (Int)
- Height (Int)
- Cell Size (Float)
- Fill Prob (Float)
- Smooth Passes (Int)
Outputs
- Spawns (Scatter)
Fit Along Span
Solves span-fitting layout: how many items fit and where does item i go.
Inputs
- Span (Float)
- Item Size (Float)
- Index (Float)
Outputs
- Count (Float)
- Step (Float)
- Spacing (Float)
- Offset (Float)
Options
- fitMode: Layout strategy. Fill: adjusts the per-item pitch so that exactly Count items fill Span (Count = round(Span / Item Size)). Trim: floor(Span / Item Size) items packed flush from the origin; Item Size is used as-is. Center: same count as Trim, shifted so equal margins appear at both ends.
Tips
- Wire the loop iterator to Index to place items in a ForEach loop.
- Fill scales item pitch to fill Span exactly. Trim and Center use Item Size as-is.
- Spacing = Step minus Item Size. In Trim and Center modes Spacing is always 0.
- Center adds an equal margin at each end: Offset(0) = margin, not 0.
Grid Dungeon
Generates a BSP-partitioned dungeon grid as tagged spawn points using MST corridor routing. Cell handles: 0=floor, 1=wall, 2=door. Room marker handles: 3=room, 4=start, 5=exit. Scale on room markers = max room dimension in world units.
Inputs
- Seed (Float)
- Width (Int)
- Height (Int)
- Cell Size (Float)
- Min Room (Int)
- Max Room (Int)
- Loop Edges (Int)
Outputs
- Spawns (Scatter)
Tips
- Use FilterByCategory ‘Floor’ + ‘Door’ to stamp walkable tiles. Use ‘Wall’ for blockers.
- Use FilterByCategory ‘Start’ / ‘Exit’ to place spawn portal and boss-exit prefabs.
- Use ForEachSpawnNode on handle 3/4/5 to run a sub-graph per room (loot spawner, lighting, etc.).
- Loop Edges adds non-MST shortcuts for more organic layouts: 1-2 is usually enough.