How to Procedurally Generate a Perfect Maze (Unity Tutorial)

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  • Опубліковано 1 січ 2025

КОМЕНТАРІ • 114

  • @yours_indie_game_dev
    @yours_indie_game_dev Рік тому +10

    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

  • @Ma_cieK
    @Ma_cieK Рік тому +11

    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.

    • @KetraGames
      @KetraGames  Рік тому +2

      Thanks so much for this comment. It really made our day 😊

  • @marcoseliasmep
    @marcoseliasmep Рік тому +6

    Wow the best tutorial about this subject! Thanks a lot for this video! It’s better than many complete courses that I’ve seen.

    • @KetraGames
      @KetraGames  Рік тому

      Thanks so much for this comment 😊

  • @HandsOnKnowledge
    @HandsOnKnowledge Рік тому +5

    Super excited to see another upload, can't wait to watch the whole thing 😊

    • @KetraGames
      @KetraGames  Рік тому +2

      Thanks for this comment 😊

    • @HandsOnKnowledge
      @HandsOnKnowledge Рік тому +1

      @@KetraGames and thank you for making such quality content 👍

  • @mrB25N
    @mrB25N Рік тому +3

    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

    • @KetraGames
      @KetraGames  Рік тому

      Glad it will be helpful, thanks for this comment 😊

  • @5ld734
    @5ld734 Рік тому +3

    This is fantastic and your channel is a gem this is exactly what I and many others needed to start to learn procedural generation

    • @KetraGames
      @KetraGames  Рік тому +1

      Thanks very much for this great comment 😊

  • @runjimrun
    @runjimrun Рік тому +5

    This is interesting! I'm working on a top down shooter with a random generated city, so this can come in handy

    • @Rahulsingh-theraha
      @Rahulsingh-theraha Рік тому +3

      U might need to use wave function collapse instead of dfs algorithm

    • @runjimrun
      @runjimrun Рік тому +1

      @@Rahulsingh-theraha Awesome, will look into this!

  • @rainbowslime__
    @rainbowslime__ Рік тому +6

    where u maze quit?

  • @weckar
    @weckar Рік тому +3

    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.

    • @gasperkrevs5079
      @gasperkrevs5079 Рік тому

      And how would one modify this code to create such effect? If you know by any chance. Thank you in advance.

    • @weckar
      @weckar Рік тому

      @@gasperkrevs5079 I would have to rewatch. I'll get gack to you.

    • @gasperkrevs5079
      @gasperkrevs5079 Рік тому

      @@weckar Thabk you very much. If you have any idea how to do it, please let me know otherwise no problem

    • @gasperkrevs5079
      @gasperkrevs5079 Рік тому

      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?

    • @ButterDog11
      @ButterDog11 Рік тому

      @@gasperkrevs5079 Fetch all the MazeClones and assign them a common parent gameobject, now you can move them together

  • @zeshufuno9177
    @zeshufuno9177 Рік тому +7

    Great tutorial!But I want to ask
    there is way to make a maze entrance and exit?

    • @purple_fox_arts
      @purple_fox_arts 7 місяців тому

      You can basically put both at opposite ends because every tile can be reached from everywhere

  • @gazzer4461
    @gazzer4461 Рік тому +1

    Thanks Ketra!
    I always wondered how mazes were created in software.

  • @Aad1tya__42
    @Aad1tya__42 11 місяців тому +4

    I'm here after watching GamesofVab video😂

  • @ItachiX9
    @ItachiX9 Рік тому +1

    That's awesome. I wanted to learn about maze algo.

  • @presiyangeorgiev9636
    @presiyangeorgiev9636 4 місяці тому

    Amazing video, just what I needed!

  • @mostly4real
    @mostly4real Рік тому +2

    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.

  • @ButterDog11
    @ButterDog11 Рік тому +1

    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.

    • @KetraGames
      @KetraGames  Рік тому +1

      Glad you got it sorted. Thanks for sharing 😊

  • @elisangelacardozo1788
    @elisangelacardozo1788 Рік тому +1

    Great tutorial! Thank you!!!

  • @bogumiwyrwa216
    @bogumiwyrwa216 5 місяців тому +1

    Hello,
    Greate tutorial :-)
    I have one question.
    Why you used values 1 and 10 in Random.Range(1, 10)?

  • @AlaaMasalmeh
    @AlaaMasalmeh Рік тому +3

    Great tutorial! please upgrade this to First Person or Third Person maze escape with minimap

    • @KetraGames
      @KetraGames  Рік тому +1

      Thanks for the suggestion 😊

    • @Gilgamesh_king_of_heroes
      @Gilgamesh_king_of_heroes Рік тому +1

      ​@@KetraGamesthx for the video
      I'm already thinking 3d maze shooter😮😮

    • @Stranded13
      @Stranded13 5 місяців тому

      I’m making a maze horror

  • @tylerzade6890
    @tylerzade6890 24 дні тому

    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?

  • @W0rldbuilder
    @W0rldbuilder Рік тому +3

    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?

    • @KetraGames
      @KetraGames  Рік тому +2

      Hi, thanks for the suggestion 😊

  • @SyedHammadZada
    @SyedHammadZada Рік тому +1

    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?

  • @MonstrumReborn
    @MonstrumReborn Місяць тому

    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

  • @minhkhoa6081
    @minhkhoa6081 Рік тому +1

    Sorry i have a question.what algorithicm you used in this generate map.

  • @ricardocreemers
    @ricardocreemers Рік тому +1

    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.

    • @bonaIdeaPro
      @bonaIdeaPro 11 місяців тому +1

      Check if you wrote the right code here(should be IEnumerable, and not IEnumerator) :
      private IEnumerable GetUnvisitedCells(MazeCell currentCell)

    • @kamiii_samaa
      @kamiii_samaa 9 місяців тому

      @@bonaIdeaPro THANK YOU SO MUCH

    • @E.H.N
      @E.H.N 20 днів тому

      What was the fix?

  • @CongTuSoi
    @CongTuSoi Рік тому +1

    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)?

  • @philberex
    @philberex 7 місяців тому

    Thank You for this great video!!

  • @ButterDog11
    @ButterDog11 Рік тому

    Great tutorial, any help on finding dead ends in the maze?

  • @CarsNCrew
    @CarsNCrew 4 місяці тому

    please help, how to scale 2x the maze cell?

  • @Madkevop7
    @Madkevop7 Рік тому

    When the walls overlap, how to fix the corner walls z fighting

  • @chrislagos44
    @chrislagos44 5 місяців тому

    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

  • @chrislagos44
    @chrislagos44 5 місяців тому

    Just by changing the size of each cell you will have a more open sort of maze. Like Wolfstein 3d

  • @amypellegrini1732
    @amypellegrini1732 8 місяців тому

    Great tutorial! 5 stars

  • @Stranded13
    @Stranded13 5 місяців тому

    How do I change where the whole maze generates as it’s only starting on 0, 0

  • @hamzamehmood9483
    @hamzamehmood9483 Рік тому +2

    Thanks

  • @runjimrun
    @runjimrun Рік тому

    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?

  • @_Garm_
    @_Garm_ Рік тому +2

    thank you :D

  • @greg-b1i
    @greg-b1i 5 місяців тому

    how to fix the overlapping walls because they start flickering

  • @quetsche
    @quetsche Рік тому +1

    Hi ! What algorithm does it use ?

    • @KetraGames
      @KetraGames  Рік тому +1

      Hi, it uses randomized depth-first search 😊

    • @quetsche
      @quetsche Рік тому +1

      @@KetraGames thanks!

  • @tiqosc1809
    @tiqosc1809 6 місяців тому

    dont understand how the recursive function work to pervent stuck in dead ends

  • @dylanrobinson830
    @dylanrobinson830 11 місяців тому

    How do you fix the z fighting all the walls are too big making the pixels clash

  • @Blossomanukposi
    @Blossomanukposi 6 місяців тому

    This is sooo cool!!!

  • @johnbai842
    @johnbai842 7 місяців тому

    facing a little issue here 😭My maze cell won't be generated for some reason

  • @SpeedyGamerTV
    @SpeedyGamerTV 7 місяців тому

    Is there a way to make it so the mazecells are 6 meters?

    • @KetraGames
      @KetraGames  6 місяців тому

      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 😊

  • @henrysteven137
    @henrysteven137 Рік тому +1

    yo this is so cool

  • @bobbydharrell
    @bobbydharrell 11 місяців тому

    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!

    • @magic00squirrel
      @magic00squirrel 10 місяців тому

      Did you figure out how to fix this?

    • @bobbydharrell
      @bobbydharrell 10 місяців тому

      @magic00squirrel yes, I went to the unity forums and another developer helped me out.

    • @aniellorenci7984
      @aniellorenci7984 8 місяців тому

      @@bobbydharrell could you link what helped u or tell me what u did pls

  • @jovonsanon1
    @jovonsanon1 Рік тому

    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 ?

    • @KetraGames
      @KetraGames  Рік тому +1

      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 😊

    • @someoneiguess23
      @someoneiguess23 Рік тому +1

      @@KetraGames how would you do that?

  • @-Toon-
    @-Toon- Рік тому

    What is the best way to scale the size of the cells without messing up the generation?

    • @KetraGames
      @KetraGames  Рік тому +2

      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 😊

    • @-Toon-
      @-Toon- Рік тому

      @@KetraGames this works to scale the cell prefabs, but the maze size/spacing between cells remains the same which results in the cells overlapping

    • @KetraGames
      @KetraGames  Рік тому +1

      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 😊

  • @11b11b1
    @11b11b1 Рік тому

    It would be the same concept for the 2D maze generation right?

    • @KetraGames
      @KetraGames  Рік тому +1

      Hi, yes the same concept would work for 2D 😊

  • @ThiagoPrego
    @ThiagoPrego Рік тому

    Thank you so very much. May the Lord bless you always.

  • @aarondelgado3421
    @aarondelgado3421 Рік тому +2

    Great tutorial! You should expand on this tutorial by making into a series where one can add NPCs, doors, pickups, etc.

  • @PolyVR2
    @PolyVR2 Рік тому

    it doesn't let me drag the maze cell into the slot, how do i fix this?

    • @KetraGames
      @KetraGames  Рік тому

      Hi, have you made the maze cell a prefab by dragging it into the Project Panel?

    • @PolyVR2
      @PolyVR2 10 місяців тому

      @@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?

  • @raelroque5595
    @raelroque5595 Рік тому

    when are you going to do something more advanced? like interaction with or between npcs, quest system, etc.

    • @KetraGames
      @KetraGames  Рік тому

      Hi, thanks for the suggestions. We'll add them to the list of future videos 😊

  • @anirudhgupta8780
    @anirudhgupta8780 2 місяці тому

    can we do this in 2d too

    • @KetraGames
      @KetraGames  2 місяці тому

      Yes, you could use the same algorithm for a 2d game 😊

  • @Vastlee
    @Vastlee Рік тому

    Is there a reason you're still using Visual Studio 2019? 2022 is really great.

    • @KetraGames
      @KetraGames  Рік тому +1

      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 😊

  • @jordang3041
    @jordang3041 2 місяці тому

    thankyou

  • @ItsCrucible
    @ItsCrucible Рік тому +2

    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.

  • @hggyuu
    @hggyuu Рік тому

    I want to code like you

  • @ChrizSee
    @ChrizSee Рік тому +1

    Great tutorial! Thank you!

  • @chethanBG-ru2jc
    @chethanBG-ru2jc 2 місяці тому

    code is currect, but maze is not generating, stuk in 0,0 , can u help please

    • @KetraGames
      @KetraGames  2 місяці тому

      Hi, have you tried comparing with the script here dotnetfiddle.net/krlgdG