Quick Start¶
Getting Started in 5 Minutes¶
This guide takes you from a fresh import to a playable, first-person dungeon room with a party — using only the visual editors. Each step is roughly a minute.
Before you begin
Make sure Window → CrawlerKit is visible in Unity's top bar. If it isn't, see Installation.
Placeholders
All included items, dungeon walls, floors, and props are placeholder assets. Every piece of art can be replaced with your own graphics — swap the prefabs and sprites wherever you see fit. Items are displayed as 2D sprites by default, but can be replaced with 3D models — just swap the 2D sprite for a 3D mesh in the prefab.
Youtube tutorials:
Playlist Create Demo Level:
Click Link
Playlist Editors:
Click Link
Minute 1 — Create your party¶
- Open Window → CrawlerKit → Character Generator.
- On the Stats tab, create a few stats (Strength, Dexterity, Vitality, Willpower).
- On the Races tab, create at least one race (e.g. Human).
- On the Classes tab, create at least one class (e.g. Fighter), and set its Primary and Secondary stats.
- On the Characters tab, drag a portrait PNG into the gallery, then click 🎲 Randomize ALL Characters to fill all four slots instantly.
- Click 💾 Generate Party Assets.
Starting fresh or updating an existing party
If you already have a party from a previous session, you have two options: click Clear All to wipe everything and start from scratch, or simply click Generate Party Assets again to overwrite the existing assets in place. The default party characters come from the demo scene — feel free to delete them.
Four Member_*.asset files are created in CrawlerKitParty/Resources/PartyMembers. The PartyUI loads them automatically at runtime.
→ Full details: Character Generator
Minute 2 — Generate a dungeon¶
- Open Window → CrawlerKit → Dungeon Generator.
- Pick the TinyArena preset (a single 10×10 room — perfect for a first test).
- Assign your Wall, Floor and Stairs prefabs in the Prefabs panel. (No prefabs yet? Leave Wall empty to just see the grid.)
- Click Generate Flags, then Rebuild Dungeon.
- Use Spawn Tools → Party Spawn to place the party's start point.
→ Full details: Dungeon Generator
Minute 3 — Author one item and a loot table¶
- Open Window → CrawlerKit → Inventory Editor.
- On the Items tab, click + Create new item, hit the Strong generator button, drag in an icon, and Save item.
- On the Loot Tables tab, click + Create New Table, open Auto-Generate Table, choose Enemy, and click ⚙ Generate Table.
- Use ▶ Simulate Roll to confirm it drops loot, then save.
→ Full details: Inventory Editor
Minute 4 — Place an enemy¶
- Open Window → CrawlerKit → Enemy Spawner.
- Click + in the Enemies column and assign an enemy prefab.
- Drag your loot table from the centre column onto the enemy's drop zone.
- Click + ADD to drop the enemy into the scene, then move it onto a tile.
→ Full details: Enemy Spawner
Minute 5 — Export and play¶
- Back in the Dungeon Generator, click Generate Unique IDs for doors, traps and walls.
- Click Build Grid (Export JSON) — the level is written to
Resources/GridData_<SceneName>.json. - Find the MusicManager in the scene hierarchy and assign your audio clips:
- Menu Music — music played on the main menu.
- Exploration Music — music played while exploring the dungeon.
- Combat Music — music that kicks in during combat.
- Press Play — but see the note below first.
Run from the MainMenu scene
Level transitions (stairs, teleporters, scene changes) only work correctly when you start play from the MainMenu scene. If you press Play from a dungeon scene directly, transitions will not function. Add MainMenu as the first scene in File → Build Settings and always use it as your entry point.
You now have a first-person party exploring a dungeon room with an enemy and loot — built entirely without code.
Where to go next¶
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Add magic
Build a rune-based spell system in the Spell Editor.
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Understand the design
See how it all connects in Architecture.
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Go deeper
Hook into systems from code with the API Reference.
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Got questions?
Browse the FAQ.