Create a modular dungeon room based on the user's description: $ARGUMENTS
Process
- •Parse the description to identify room type (combat, treasure, corridor, boss arena, hub, trap), size, and key features
- •Search asset database via MCP to find matching prefabs for walls, floors, doors, props, lighting
- •Plan the layout — determine room dimensions, door positions, prop placement, lighting positions
- •Create the room using MCP batch operations:
- •Create empty root GameObject named appropriately
- •Place floor tiles
- •Place wall segments with proper rotation
- •Add door frames and door prefabs
- •Position props and decorative elements
- •Add colliders and triggers
- •Set up lighting (point lights, spotlights as appropriate)
- •Save as prefab for reuse in dungeon assembly
- •Take screenshot via MCP for visual verification
- •Report what was created and suggest adjustments
Room Templates
- •Combat room: Open space, enemy spawn points, cover objects, exit doors
- •Treasure room: Chests, gold piles, pedestals, trapped tiles, single entrance
- •Corridor: Linear, narrow, connecting doors, wall sconces
- •Boss arena: Large, circular/rectangular, dramatic lighting, pillars
- •Hub: Multiple exits, merchant area, rest point, central feature
- •Trap room: Pressure plates, spike traps, swinging blades, narrow paths
Asset Search Strategy
Search the asset database using keywords from the description. Try multiple search terms:
- •Direct match: "chest", "torch", "gold"
- •Category search: "t:Prefab chest", "t:Prefab torch"
- •Synty naming patterns: "SM_Prop_Chest", "SM_Env_Torch", "FX_Fire"