Quick answer: Track placed room rects and reject any candidate whose bounds (plus a padding margin) intersect an existing room before writing tiles to the Tilemap.

Rooms stamped on top of each other in your Unity dungeon mean placement skips overlap testing. A rect-intersection check before SetTile fixes it.

How to fix it

1. Test the candidate rect against placed rooms

Keep a List<RectInt> of placed rooms. For each new room, build its RectInt and reject it if it overlaps any existing rect using an inflated intersection test for spacing.

2. Add a one-tile padding margin

Inflate each room's rect by one tile before the overlap test so rooms never share a wall with zero gap, which would otherwise read as a single merged room when carved.

3. Cap attempts per room

Try a bounded number of random positions for each room; if none fit, stop placing rooms rather than looping forever. Carve corridors only after all surviving rooms are placed via SetTilesBlock for performance.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.