Modular Frameworks for the Masses. Built for Unity 6.
View on Asset StoreAutomated roguelite room orchestration tutorial.
Hides the lobby, spawns rooms at isolated coordinates, and teleports the player instantly based on your prefab pool.
Seamlessly handles Rigidbody, CharacterController, and custom physics backends during room transitions.
Support for Primary and Independent sequences side-by-side without conflicts.
Trigger your UI, audio, and save logic via Inspector-facing UnityEvents.
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.
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.
Yes. Call LoadRespawnPoint() from your health or damage script. This instantly cleans up the current room and returns the player to the lobby.
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.
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.
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.
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.