Installation¶
This page walks you through installing Dungeon Crawler Framework into a Unity project and verifying the setup.
Requirements¶
| Requirement | Recommended |
|---|---|
| Unity | 2022.3 LTS or newer (2022.3 LTS verified) |
| Render pipeline | Universal Render Pipeline (URP) (recommended) |
| UI System | Unity UI (UGUI) |
| Text | TextMeshPro |
| Input | Input System (New Input System) |
| Platform | Any Unity build target (desktop verified) |
| Scripting backend | Mono or IL2CPP |
Assembly definitions
CrawlerKit ships with assembly definitions (Mantis3de.CrawlerKit.*). If your own scripts need to call CrawlerKit at runtime, add a reference to the relevant assembly in your .asmdef.
Package Manager dependencies
Dungeon Crawler Framework relies on Unity Package Manager packages (URP, UGUI, TextMeshPro, Input System). These are automatically resolved by Unity during import and are not included in the asset.
Create a URP project¶
Dungeon Crawler Framework is built for the Universal Render Pipeline. Before importing the asset, make sure your Unity project uses URP:
- When creating a new project in Unity Hub, choose the 3D (URP) template.
- If your project already exists but uses the Built-in pipeline, you will need to convert it — see Unity's official URP migration guide before continuing.
Once the project is open, create an empty scene (File → New Scene → Basic (URP)) and save it as your starting point. This ensures the camera and lighting are configured correctly for URP before you wire up Dungeon Crawler Framework.
Install the Input System package¶
Dungeon Crawler Framework requires Unity's New Input System package. If it is not already installed:
- Open Window → Package Manager.
- Switch the source dropdown to Unity Registry.
- Search for Input System, select it and click Install.
- Unity will ask to enable the new backends — click Yes. The editor will restart.
After the restart, open Edit → Project Settings → Player → Other Settings and find Active Input Handling. Set it to Both so that legacy UnityEngine.Input calls (used by some Unity UI components) continue to work alongside the new Input System.
Active Input Handling
If you leave this set to Input System Package (New) only, certain Unity UI drag-and-drop interactions may stop working. Both is the recommended setting for Dungeon Crawler Framework projects.
Install from the Unity Asset Store¶
- Open the Package Manager (
Window → Package Manager). - Switch the source dropdown to My Assets.
- Find Dungeon Crawler Framework, click Download, then Import.
- Leave all files checked and confirm the import.
Install from a .unitypackage¶
- In Unity, choose
Assets → Import Package → Custom Package…. - Select the
CrawlerKit.unitypackagefile. - Leave everything checked and click Import.
What gets imported¶
Dungeon Crawler Framework installs under Assets/CrawlerKitFramework/, organised into modules:
| Module | Purpose |
|---|---|
CrawlerKitCore |
Service locator, shared types, the CrawlerKit Hub |
CrawlerKitParty |
Party data, characters, the Character Generator |
CrawlerKitGrid |
Grid system, the Dungeon Generator, level JSON |
CrawlerKitInventory |
Items, equipment sets, loot tables, the Inventory Editor |
CrawlerKitMagic |
Runes, spells, effects, the Spell Editor |
CrawlerKitEnemies |
Enemy data, the Enemy Spawner, spawner runtime |
CrawlerKitTriggers |
Doors, traps, buttons and the trigger system |
CrawlerKitSaveSystem |
Saving and loading game state |
Verify the installation¶
After import, open Window in Unity's top menu. You should see a CrawlerKit submenu with the editor windows:
- Window → CrawlerKit → Dungeon Generator
- Window → CrawlerKit → Character Generator
- Window → CrawlerKit → Inventory Editor
- Window → CrawlerKit → Spell Editor
- Window → CrawlerKit → Enemy Spawner
If the menu appears, the framework compiled successfully and you are ready to go.
Add scenes to Build Settings¶
Level transitions between scenes only work if Unity knows about all the scenes. After importing Dungeon Crawler Framework:
- Open File → Build Settings.
- Click Add Open Scenes or drag the following scenes from the Project window into the Scenes In Build list, in this order:
Assets/CrawlerKitFramework/Scenes/MainMenuAssets/CrawlerKitFramework/Scenes/Level_01Assets/CrawlerKitFramework/Scenes/Level_02
- Close Build Settings.
MainMenu must be index 0
Unity loads scenes by their build index. Make sure MainMenu is at the top of the list (index 0) — this is the required entry point. Starting play from any other scene may result in missing references or broken transitions.
Open the sample scene¶
To try the demo, open Assets/CrawlerKitFramework/Scenes/MainMenu and press Play. All three scenes must be in Build Settings (see above) for level transitions to work correctly.
Expected console warnings after import¶
When you first press Play, the Console will show warnings from MusicManager like:
[MusicManager] State 'Menu' has no valid AudioClip assigned in MusicStateData.
[MusicManager] State 'Exploration' has no valid AudioClip assigned in MusicStateData.
[MusicManager] State 'Combat' has no valid AudioClip assigned in MusicStateData.
This is normal — no music clips are assigned yet. The warning fires when a MusicStateData slot is assigned but contains no AudioClip. To silence the warnings, assign your own audio clips to Menu Music, Exploration Music, and Combat Music on the MusicManager in the MainMenu scene (see Quick Start — Minute 5). Setting a slot to None entirely will also stop the warning for that state — the system will simply play nothing.
Next step¶
Continue to the 5-minute Quick Start to build your first playable room.