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ULTRAKILL Level Structure

Levels in ULTRAKILL consist of rooms. Rooms contain the geometry of the level and the arena logic itself. It is highly recommended to build levels this way for organization and ease of making arenas. Here is the example of a such hierarchy:

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Room Hierarchy

The room has 2 child gameobjects. Stuff and Non-Stuff. Stuff is for waves and enemies, while Non-Stuff is for geometry, lighting, etc. Everything in Non-Stuff is not required to have a strict hierarchy, so you can put level geometry in it without a need to organize them.

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On the other hand, Stuff needs to have a strict hierarchy for the arenas to work properly. Inside of it, you can create Wave gameobjects that will contain the enemies for that wave and Encounters that can contain waves inside of them. You will learn about them by proceeding further into the wiki.

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Naming of the rooms

It is considered a good practice to number your rooms according to their order, from start room to final room. For example: 1 - Apartments and 2 - Streets. This is not required, but it helps with organizing when you are making a big level with multiple level creators involved.

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important

For this tutorial, please create at least 3 rooms. For example:

1 - Enterance
2 - Main Room
3 - Exit Room

This is required for pages further in this tutorial.