Generator Settings
intermediate featureVoxel Pyramid is driven from the Pyramid Maze Generator asset. Its settings control the pyramid form, the maze density, the room and decor mix, and the torches. Regenerate in Play mode to iterate.

Pyramid form
| Setting | Range / default | Effect |
|---|---|---|
| Seed | integer | Master seed. The same seed reproduces the same monument and maze. |
| Base Position | world voxel position | Where the base centre sits. Lets you drop the pyramid anywhere (origin for a standalone scene, or beyond the river inside another world). |
| Base Footprint | voxels (200) | Side length of the square base. |
| Height | voxels (210) | Apex height above the base plane. The buried base widens; the above-ground tip is a walkable 45-degree profile. |
| Above Ground Height | voxels (60) | Voxels of the tip above the terrain line (also the tip half-width, giving 1-voxel climbable steps). |
| Smooth Faces | bool (off) | Smooth slanted faces instead of ziggurat steps. |
| Wall Thickness | voxels (4) | Shell wall thickness for the hollow interior. |
Maze
| Setting | Range / default | Effect |
|---|---|---|
| Floors Per Chunk Min / Max | 1–8 (1–2) | How many maze floors pack into each 16-voxel chunk slice. Valid counts divide 16 evenly (1, 2, 4, 8); the generator uses the largest valid count in range. |
| Complexity | 0–1 (0.5) | 3D labyrinth density: smaller cells, more loops and more interconnecting stairwells. 0 = sparse and open, 1 = dense Pac-Man-like maze. |
Architecture
| Setting | Range / default | Effect |
|---|---|---|
| Room Density | 0–1 (0.5) | How much of each floor is claimed by rooms: hypostyle halls, chambers, double-height halls, pit rooms and treasure vaults. |
| Decor Density | 0–1 (0.6) | Interior dressing: wall reliefs, statues, vases, debris and cobwebs. |
| Enable River | bool (on) | Carve the subterranean river grotto below the maze (bridge, portal from the burial chamber, riverside vault). |
| Torch Density | 0–1 (0.5) | Wall-torch frequency along carved galleries. Tightens spacing toward the minimum. |
| Torch Spacing Min / Max | voxels (6 / 16) | Lower and upper bounds of the jittered stride between torches along a run. |
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