Generated map information

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Every generated map root receives a Generated Map Info (GeneratedMapInfo) component. Select that root in the Hierarchy, or click Select Map Information below the generator's generation button.

The component stores the information for the visible map. Changing the generator's recipe does not change this snapshot. Regenerate to capture new settings.

Captured information

Settings are read-only in this Inspector. The saved biome preset is an asset reference; the component does not duplicate the preset, the complete generation recipe or the logical grid. Continue to save recipes through the generator when you need to reproduce or edit a map.

Strategic markers

Enable Show Gizmos to draw the map's locations. Show Labels adds their short identifiers. Both switches are saved with the map; regeneration retains their values. Unity's global Gizmos switch in the Scene view must also be enabled.

Label Location Shape
P Player start Green sphere
N Natural expansion Yellow sphere
E Other player expansion Yellow sphere
CE Contested expansion Yellow wire sphere
CP Choke point Red cube

The Inspector lists counts and, under Positions (map local space), the captured positions and known player owners. Positions include the generated terrain/water height and follow the map root when moved, rotated or reparented. These are Editor markers; they do not add rendered objects or gameplay colliders.

Saving and runtime access

The information and marker positions are serialized on the generated root, so they remain after saving/reloading the scene. If you remove the generator object, first move the generated map out of its hierarchy to retain the map itself.

if (generator.TryGenerateRuntimeMap(out var result))
{
    GeneratedMapInfo info = result.MapInformation;
    Debug.Log($"Seed: {info.Seed}, biome: {info.Biome}");
    foreach (GeneratedMapMarker marker in info.Markers)
        Debug.Log($"{marker.Label}: {info.GetWorldPosition(marker)}");
}

You can also use mapRoot.GetComponent<GeneratedMapInfo>() without keeping a reference to the generator. The component has no dependency on the generator remaining in the scene or on an Editor/MCP connection.

Previews and older scenes

A failed generation can leave a Preview only map. Its information describes the retained geometry and shows the diagnostics. A retained previous map keeps its original seed and markers; it does not inherit the failed attempt's settings. An emergency terrain preview cannot provide a reliable generation snapshot. Always check result.Succeeded before treating output as a validated gameplay map.

For a map saved before this component existed, Restore Map Information (legacy map) on the generator transfers its saved gizmo positions to the root. The original seed/settings and the natural/other expansion distinction cannot be reliably recovered from those positions. The Inspector identifies this state; regenerate once to capture complete information. The generator no longer draws these markers itself.