[SUGGESTION] Room size shouldn’t be global, please
Hey, could we get an option to define room sizes through a dedicated Data Asset instead of the global project settings, so each level can use its own scale without compromises?
Hi @So2K
What do you mean by Room size ? If it's the Room Unit defined in the plugin's settings, then it's an idea I have in mind for quite some times, but don't have encountered a case (+ more important features to add first) to make me implement this feature.
Can you describe your case, please? Why and when do you have to set different room units in he same project?
If you are talking about room size per room level, then it is already the case. Each Room Data asset has a Room Size which is a multiple of Room Unit.
In short, I use several location types, and each one needs its own Room Unit size.
Large cavern — about 1000 × 1000. Anything smaller kills the sense of scale. Regular dungeon — 600 × 600. The rooms are smaller, corridors shorter, so this size works.
A single global size forces awkward compromises: At 1000, dungeon corridors get way too long. At 600, the cavern feels cramped and I have to stretch everything by hand.
It’d be great if, someday, Room Unit could be set per location/layer. The current plugin already suits me fine; just sharing an idea for the future.
Thank you for your feedback! I'll consider adding this feature for the next version of the plugin :)
Hi @So2K
I've implemented a simple override asset to change the room unit per dungeon. If you want, you can grab it on this feature branch I've created for this feature.
You create a new data asset deriving from Dungeon Settings and set the values you want for the Room Unit.
Then you set this data asset into your Dungeon Generator settings and in all your Room Data that will use this room unit.
A warning should be triggered when you try to place a room that does not match the unit of the generator.
Tell me if this was what you were thinking of.