BlindRunTools

Modular Frameworks for the Masses. Built for Unity 6.

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See the System in Action

Automated roguelite room orchestration tutorial.


🔄 Auto-Transitions

Hides the lobby, spawns rooms at isolated coordinates, and teleports the player instantly based on your prefab pool.

🎮 Controller Agnostic

Seamlessly handles Rigidbody, CharacterController, and custom physics backends during room transitions.

⚡ Dual Run Paths

Support for Primary and Independent sequences side-by-side without conflicts.

🛠️ Event-Driven

Trigger your UI, audio, and save logic via Inspector-facing UnityEvents.

❓ Detailed FAQ & Troubleshooting

Why is my player falling through the floor on room load?

Ensure the PlayerSpawnPoint in your room prefab is at least 0.75 units above the floor collider. If the player spawns too close to or inside a collider, the physics engine may push them through the geometry.

The Lobby environment is still visible while in a room.

Verify that your entire Lobby geometry is a child of a single "Root" GameObject. This object must be assigned to the Main Scene Root field on the LoopSceneRootController.

Can I trigger a "Death" or "Game Over" state?

Yes. Call LoadRespawnPoint() from your health or damage script. This instantly cleans up the current room and returns the player to the lobby.

How do I handle lighting and NavMesh in spawned rooms?

Since rooms are instantiated at runtime, we recommend using Realtime Lighting or Light Probes. For NavMesh, ensure your rooms are baked as prefabs or rebuild the NavMesh on the OnRoomLoaded event.

Does this support mobile or VR?

Yes. The tool is performance-optimized and does not use heavy overhead. It simply manages GameObject instantiation and Transform positioning, making it safe for mobile and VR platforms using Unity 6.

Can I have more than two run paths?

By default, the system supports a Primary and an Independent pool. For more complex branching, you can programmatically modify the PrimaryRunPool list inside the GenericRunManager using the OnRoomLoaded event before the next trigger is hit.

Is the system compatible with URP or HDRP?

Absolutely. The tool manages GameObjects and logic, meaning it is completely independent of the Render Pipeline you choose. It works perfectly with URP, HDRP, and Built-in.