In short: create a-maze-ing stuff and then get lost.
Create random generated mazes by simply drag-and-drop.
For development information, please view our Maze Factory documentation.
Our interactive-click-to-generate-a-maze-on-a-cube-side demo: watch our cube maze webdemo
Our interactive-monster-free-maze demo: watch our first person maze webdemo
Support thread available here, on the unity3d forums.
A brief instruction in how to use them:
- Create an empty game object, let’s rename it to MyMaze
- Drag the Maze Factory > MazeFactory script onto the MyMaze object
- Create a wall element (a cube, mesh, trees etc.) and make sure it has a collider attached
- Drag the wall element to the “Block” property of MyMaze object in the inspector
- Check “preview in editor” propery in the inspector
- Click “update in editor” in the inspector
- You now have your new maze available in the editor
- Check “random seed” in the inspector to randomize between updates or when you press play
Suggestion: if you like to exchange levels, save your game or create a multiplayer game where you want your maze to match your opponents:
Leave random seed disabled and use your widthCells + heightCells + seed value as your level identifier.
Suggestion 2: if you would like your entrance and exit point to remain at the same location to fit a static scene with a random maze for instance:
Check use “fixed begin end” in the inspector and specify with “fixed begin y” and “fixed end y” where those points are.
– All sourcecode included (C#)
– All examples included
– Separation of concern (possibility to write your own visualisation procedure)
– Random seed
– Randomizer through wrapper (possibility to connect your own)
– Walls are built out of 3d tiles (possibility for a game mechanic like for example destroying a limited amount of walls to cheat your way out)
– In-editor preview of generated maze
– Fixed or random entrance/exit (possibility to connect multiple mazes: watch our cube maze webdemo )