u/Dangerous_East9785

Image 1 — How to build a procedural "Slay the Spire" style Node Map in Unity (Without using LineRenderers)
Image 2 — How to build a procedural "Slay the Spire" style Node Map in Unity (Without using LineRenderers)
Image 3 — How to build a procedural "Slay the Spire" style Node Map in Unity (Without using LineRenderers)
▲ 13 r/Unity2D

How to build a procedural "Slay the Spire" style Node Map in Unity (Without using LineRenderers)

Hey everyone,

For the last few months, I’ve been working on a procedural roguelike map system in Unity UI, and I wanted to share the approach I ended up settling on.

It took way more trial and error than I expected. The hardest parts were:

  • generating clean forward-only paths without the map becoming chaotic,
  • drawing connections in a way that works properly with UI masks and scroll views,
  • and keeping navigation smooth instead of jittery.

What finally worked for me was:

  • Layered generation with deterministic jitter Instead of placing everything randomly, I generate nodes in hidden layers and apply a small seed-based jitter using an FNV-1a hash. That way, the same seed always produces the same map across platforms.
  • Bezier curves directly in UI I abandoned LineRenderer and built a custom MaskableGraphic that renders cubic Bezier paths right inside the Canvas. That solved the masking and scaling issues much more cleanly.
  • Object pooling Rebuilding a map with lots of nodes and paths can create unnecessary GC spikes, so I pool everything instead of constantly instantiating and destroying objects.
  • Smarter auto-pan behavior I added a MapNavigator that only moves the view when the selected node gets close to the edge of the screen. That made the whole thing feel a lot less annoying to use.

After spending too much time on it, I cleaned everything up, added custom inspectors, and built a live preview so I could test seeds without entering Play Mode.

I turned it into a framework called CraftMap and published it on the Asset Store.

I’m also giving away 3 free vouchers for launch. If you’re building a roguelike, deckbuilder, or any kind of node-based progression map, leave a comment about what you’re working on and I’ll pick 3 random devs tomorrow.

Happy to answer any questions about the Bezier rendering, deterministic generation, or the UI setup.

u/Dangerous_East9785 — 12 days ago