to those asking implement entrance/ exit to the maze you can garb all the outer walls as such //if x=0 first row get the leftwall //if x==row-1 last row get the rytwall //if z=0 first colunm get the backwall //if z=cols-1 first colunm get the frontkwall add them to a list an perhaps find an index and clear 2 walls for entrance n exit x,and z being the index of the cell row and colums being the width and the depth as per this tutorial
This is a fantastic channel, and your talent for explaining how and why things work is truly remarkable. I sincerely hope that you will continue to produce more videos like this one for our community. Your contributions are highly valued and appreciated.
Wow I needed a way to create an array of buttons, just the way you created the array of Maze cells, this is incredible timing! Thank you so much for this
This is nice. However, this method tends to create a single long main path with relatively short side branches. To prevent that, you can iterate over a shuffled queue of all cells with unvisited neighbors instead. In addition; at the end of the process, you can knock down a couple extra walls at random to create loops and overall a less straightforward to solve maze.
I did manage to get a random maze so that is not jsut a single line, but now I want to know if it is possible to create a maze so that when you click on Play, it doesnt say Maze Cell (Clone) but instead the whole maze becomes a game object that I can move around and stuff like that. If you know what I mean?
What is this best way to create this maze on a Coordinate that is not 0,0,0? as example: I want to have two different mazes in the 3D Platforming Tutorial for the Player to run through.
Never mind I got it. For anyone who wants to know: Create a variable inside your mazecell script to store the number of active walls of that cell. Now in the maze generator script fetch all the cells who have only 3 active walls, as dead end cells are the only cells with 3 active walls.
Thanks, I'm trying to create a maze using prefab rooms with 1-4 exits, a start room and an end room. Is there a way to do this? Instead of knocking down walls but choosing rooms with the appropriate exits to connect to each other?
Wonderfully done! ♥ Might I suggest an addition to this system, wherein we can set a number of larger prefab rooms that get dropped into the maze (for enemy spawns, treasure, etc.)? Or would that be much too complicated?
Could you possibly help me? I am trying to make a mod for monstrum, and I am trying to recreate the procedural generation stuff they have for their game. And I am really lost. I am bad at scripting but learning. It like, generates rooms, corridors, doorways, doors... lots of stuff and it is so hard for me to understand
Wow! Sweet stuff! Unity is awesome 🎉 would be nice to add code to the script to create a second floor. So, when the algorithm stops. It's time to move to second floor but there needs to be a connection to the floor below. Stairs or ladders! Then when you set y= 0 just make it y = 1. I will try it out
Somehow, my sprites (uploaded from sprite pack, containing multiple walking animations) cannot be scaled via PPU. It is sliced via cell size, nut I'm unable to change any properties like PPU and filter mode. Any ideas?
Hi, if you watch the next video in the series we show how to increase the size of the cells - ua-cam.com/video/dOI-N2QVly8/v-deo.html. Hope that helps 😊
This Tutorial was amazing, Thank you. 1 Question though. I wanted to scale up my MazeCell Prefab to be twice as big so it would not be so cramped. But then it broke the Maze Generator .. how do i adapt the Maze Generator to handle any Cell size? Thanks in advance!
Hi, you would need to make some adjustments based on the scale of the prefab. So, for example if your pefab is 2x2 you would need to multiply the x and z positions by 2 when creating the initial grid. Hope that helps 😊
Hi, one way you could do it is to add an empty game object that you scale up or down. Then when you Instantiate the maze cells you can specify this as a parent. Hope that helps 😊
Hi, this is because when using Instantiate it sets World position rather than the local position. You can fix this by adding the following line _mazeGrid[x, z] = Instantiate(_mazeCellPrefab, new Vector3(x, 0, z), Quaternion.identity, _parent); _mazeGrid[x, z].transform.localPosition = new Vector3(x, 0, z); You'll also need to use local position further down in the algorithm private IEnumerable GetUnvisitedCells(MazeCell currentCell) { int x = (int)currentCell.transform.localPosition.x; int z = (int)currentCell.transform.localPosition.z; Hopefully this should get it working 😊
@@KetraGames it works now :D. but one question. how do i change the size of the maze? like can i make the walls in the prefab bigger? or do i have to do something different?
Hi, we stuck with 2019 as that was what was installed with Unity last time I checked. Now Unity 2022 is in LTS we'll probably upgrade to that and Visual Studio at the same time. Thanks 😊
This is amazing! But, can you make a tutorial for it to be infinite? Like, Backrooms stuff I guess? I am making a horror game and I need an infinite maze.
to those asking implement entrance/ exit to the maze you can garb all the outer walls as such
//if x=0 first row get the leftwall
//if x==row-1 last row get the rytwall
//if z=0 first colunm get the backwall
//if z=cols-1 first colunm get the frontkwall
add them to a list an perhaps find an index and clear 2 walls for entrance n exit
x,and z being the index of the cell row and colums being the width and the depth as per this tutorial
This is a fantastic channel, and your talent for explaining how and why things work is truly remarkable. I sincerely hope that you will continue to produce more videos like this one for our community. Your contributions are highly valued and appreciated.
Thanks so much for this comment. It really made our day 😊
Wow the best tutorial about this subject! Thanks a lot for this video! It’s better than many complete courses that I’ve seen.
Thanks so much for this comment 😊
Super excited to see another upload, can't wait to watch the whole thing 😊
Thanks for this comment 😊
@@KetraGames and thank you for making such quality content 👍
Wow I needed a way to create an array of buttons, just the way you created the array of Maze cells, this is incredible timing! Thank you so much for this
Glad it will be helpful, thanks for this comment 😊
This is fantastic and your channel is a gem this is exactly what I and many others needed to start to learn procedural generation
Thanks very much for this great comment 😊
This is interesting! I'm working on a top down shooter with a random generated city, so this can come in handy
U might need to use wave function collapse instead of dfs algorithm
@@Rahulsingh-theraha Awesome, will look into this!
where u maze quit?
This is nice. However, this method tends to create a single long main path with relatively short side branches.
To prevent that, you can iterate over a shuffled queue of all cells with unvisited neighbors instead.
In addition; at the end of the process, you can knock down a couple extra walls at random to create loops and overall a less straightforward to solve maze.
And how would one modify this code to create such effect? If you know by any chance. Thank you in advance.
@@gasperkrevs5079 I would have to rewatch. I'll get gack to you.
@@weckar Thabk you very much. If you have any idea how to do it, please let me know otherwise no problem
I did manage to get a random maze so that is not jsut a single line, but now I want to know if it is possible to create a maze so that when you click on Play, it doesnt say Maze Cell (Clone) but instead the whole maze becomes a game object that I can move around and stuff like that. If you know what I mean?
@@gasperkrevs5079 Fetch all the MazeClones and assign them a common parent gameobject, now you can move them together
Great tutorial!But I want to ask
there is way to make a maze entrance and exit?
You can basically put both at opposite ends because every tile can be reached from everywhere
Thanks Ketra!
I always wondered how mazes were created in software.
Glad it was useful 😊
I'm here after watching GamesofVab video😂
Haha same
That's awesome. I wanted to learn about maze algo.
Glad it was helpful 😊
Amazing video, just what I needed!
Great, thank you 😊
What is this best way to create this maze on a Coordinate that is not 0,0,0?
as example: I want to have two different mazes in the 3D Platforming Tutorial for the Player to run through.
Never mind I got it.
For anyone who wants to know:
Create a variable inside your mazecell script to store the number of active walls of that cell. Now in the maze generator script fetch all the cells who have only 3 active walls, as dead end cells are the only cells with 3 active walls.
Glad you got it sorted. Thanks for sharing 😊
Great tutorial! Thank you!!!
Thanks for this 😊
Hello,
Greate tutorial :-)
I have one question.
Why you used values 1 and 10 in Random.Range(1, 10)?
Great tutorial! please upgrade this to First Person or Third Person maze escape with minimap
Thanks for the suggestion 😊
@@KetraGamesthx for the video
I'm already thinking 3d maze shooter😮😮
I’m making a maze horror
Thanks, I'm trying to create a maze using prefab rooms with 1-4 exits, a start room and an end room. Is there a way to do this? Instead of knocking down walls but choosing rooms with the appropriate exits to connect to each other?
Wonderfully done! ♥ Might I suggest an addition to this system, wherein we can set a number of larger prefab rooms that get dropped into the maze (for enemy spawns, treasure, etc.)? Or would that be much too complicated?
Hi, thanks for the suggestion 😊
How we can spawn collectibles within the maze path at every scene load?
How about enemy ? Can we do path finding within the maze path?
Could you possibly help me? I am trying to make a mod for monstrum, and I am trying to recreate the procedural generation stuff they have for their game. And I am really lost. I am bad at scripting but learning. It like, generates rooms, corridors, doorways, doors... lots of stuff and it is so hard for me to understand
Sorry i have a question.what algorithicm you used in this generate map.
I got an error with the OrderBy methode (row 44). It thinks it's a methode of the IEnumerator. I used using System.Linq; But it doesn't recognize it.
Check if you wrote the right code here(should be IEnumerable, and not IEnumerator) :
private IEnumerable GetUnvisitedCells(MazeCell currentCell)
@@bonaIdeaPro THANK YOU SO MUCH
What was the fix?
Hi, great tutorial!
One question I have is how would you make it so that the maze is spawns at a determined position rather than (0, 0, 0)?
Thank You for this great video!!
👍😊
Great tutorial, any help on finding dead ends in the maze?
please help, how to scale 2x the maze cell?
When the walls overlap, how to fix the corner walls z fighting
Wow! Sweet stuff! Unity is awesome 🎉 would be nice to add code to the script to create a second floor. So, when the algorithm stops. It's time to move to second floor but there needs to be a connection to the floor below. Stairs or ladders! Then when you set y= 0 just make it y = 1. I will try it out
Just by changing the size of each cell you will have a more open sort of maze. Like Wolfstein 3d
Great tutorial! 5 stars
How do I change where the whole maze generates as it’s only starting on 0, 0
Thanks
👍😊
Somehow, my sprites (uploaded from sprite pack, containing multiple walking animations) cannot be scaled via PPU. It is sliced via cell size, nut I'm unable to change any properties like PPU and filter mode. Any ideas?
thank you :D
👍😊
how to fix the overlapping walls because they start flickering
Hi ! What algorithm does it use ?
Hi, it uses randomized depth-first search 😊
@@KetraGames thanks!
dont understand how the recursive function work to pervent stuck in dead ends
How do you fix the z fighting all the walls are too big making the pixels clash
This is sooo cool!!!
👍😊
facing a little issue here 😭My maze cell won't be generated for some reason
Is there a way to make it so the mazecells are 6 meters?
Hi, if you watch the next video in the series we show how to increase the size of the cells - ua-cam.com/video/dOI-N2QVly8/v-deo.html. Hope that helps 😊
yo this is so cool
Thanks for this comment 😊
This Tutorial was amazing, Thank you. 1 Question though. I wanted to scale up my MazeCell Prefab to be twice as big so it would not be so cramped. But then it broke the Maze Generator .. how do i adapt the Maze Generator to handle any Cell size? Thanks in advance!
Did you figure out how to fix this?
@magic00squirrel yes, I went to the unity forums and another developer helped me out.
@@bobbydharrell could you link what helped u or tell me what u did pls
If I wanted to make the physically cells bigger How would I do that? Simply making the prefab parent object larger on the scale is causing problems ?
Hi, you would need to make some adjustments based on the scale of the prefab. So, for example if your pefab is 2x2 you would need to multiply the x and z positions by 2 when creating the initial grid. Hope that helps 😊
@@KetraGames how would you do that?
What is the best way to scale the size of the cells without messing up the generation?
Hi, one way you could do it is to add an empty game object that you scale up or down. Then when you Instantiate the maze cells you can specify this as a parent. Hope that helps 😊
@@KetraGames this works to scale the cell prefabs, but the maze size/spacing between cells remains the same which results in the cells overlapping
Hi, this is because when using Instantiate it sets World position rather than the local position. You can fix this by adding the following line
_mazeGrid[x, z] = Instantiate(_mazeCellPrefab, new Vector3(x, 0, z), Quaternion.identity, _parent);
_mazeGrid[x, z].transform.localPosition = new Vector3(x, 0, z);
You'll also need to use local position further down in the algorithm
private IEnumerable GetUnvisitedCells(MazeCell currentCell)
{
int x = (int)currentCell.transform.localPosition.x;
int z = (int)currentCell.transform.localPosition.z;
Hopefully this should get it working 😊
It would be the same concept for the 2D maze generation right?
Hi, yes the same concept would work for 2D 😊
Thank you so very much. May the Lord bless you always.
Great tutorial! You should expand on this tutorial by making into a series where one can add NPCs, doors, pickups, etc.
it doesn't let me drag the maze cell into the slot, how do i fix this?
Hi, have you made the maze cell a prefab by dragging it into the Project Panel?
@@KetraGames it works now :D. but one question. how do i change the size of the maze? like can i make the walls in the prefab bigger? or do i have to do something different?
when are you going to do something more advanced? like interaction with or between npcs, quest system, etc.
Hi, thanks for the suggestions. We'll add them to the list of future videos 😊
can we do this in 2d too
Yes, you could use the same algorithm for a 2d game 😊
Is there a reason you're still using Visual Studio 2019? 2022 is really great.
Hi, we stuck with 2019 as that was what was installed with Unity last time I checked. Now Unity 2022 is in LTS we'll probably upgrade to that and Visual Studio at the same time. Thanks 😊
thankyou
This is amazing! But, can you make a tutorial for it to be infinite? Like, Backrooms stuff I guess? I am making a horror game and I need an infinite maze.
I want to code like you
👍😊
Great tutorial! Thank you!
Thanks for this 😊
code is currect, but maze is not generating, stuk in 0,0 , can u help please
Hi, have you tried comparing with the script here dotnetfiddle.net/krlgdG