Runtime Spawner 1.2.5
Generic Runtime spawn and instance pooling system for spawning random AI agents around a map. Works with ANY AI system easily.
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
 CEditor
 CMegaCrush.Spawner.IntensityProfileInspector
 CMegaCrush.Spawner.LocalAreaSpawnerInspectorCustom inspector for the Local Area Spawner
 CMegaCrush.Spawner.RuntimeSpawnerInspectorCustom Inspector for the Runtime Spawner
 CMegaCrush.Spawner.Samples.BasicSpecialsTelemetryInspector
 CMegaCrush.Spawner.SpawnDirectorInspector
 CMegaCrush.Spawner.SpawnEntryInspectorCustom Inspector for Spawn Entry
 CMegaCrush.Spawner.SpecialEncounterManagerInspector
 CMegaCrush.Spawner.SpecialProfileInspector
 CMegaCrush.Spawner.WaveSpawnPointInspector
 CMegaCrush.Spawner.WaveSpawnerInspector
 CMegaCrush.Spawner.WaveTriggerInspector
 CEditorWindow
 CMegaCrush.Spawner.WelcomeDialog
 CMegaCrush.Spawner.FloatRangeSerializable container for a floating-point range. Drawn in the Inspector with a min–max slider when annotated with MinMaxRangeAttribute
 CMegaCrush.Spawner.GlobalSpawnLoopPeriodic loop that maintains global population between configured bounds. Chooses random SpawnEntry items from the global list and spawns them via the owner’s executor, optionally spawning groups
 CMegaCrush.Spawner.InspectorProperty
 CMegaCrush.Spawner.IntRangeSerializable container for an integer range. Drawn in the Inspector with a min–max slider when annotated with MinMaxRangeAttribute
 CMegaCrush.Spawner.IPoolAdapterAbstraction over the project’s pooling layer so the spawner system isn’t tightly coupled to a specific pool implementation
 CMegaCrush.Spawner.PoolAdapterDefault adapter that forwards calls to PoolManager from MegaCrush.ObjectPool
 CMegaCrush.Spawner.ISpawnExecutorExecutes a spawn request for a given SpawnEntry using a provided context
 CMegaCrush.Spawner.SpawnExecutorDefault implementation of ISpawnExecutor
 CMegaCrush.Spawner.ISpawnLocatorService that selects world positions for new spawns based on context (global, region, wave, or grouping near a parent) while respecting NavMesh constraints, player distance, and physics ground checks
 CMegaCrush.Spawner.SpawnLocatorDefault spawn locator that performs physics raycasts and NavMesh sampling to produce valid placement positions for spawned objects
 CMegaCrush.Spawner.ISpecialsTelemetryProvides runtime telemetry used by SpecialEncounterManager rule checks. Implement this in-game and supply it via inspector or code
 CMegaCrush.Spawner.SpecialsTelemetryProviderAbstract ScriptableObject base you can subclass to feed telemetry via the Inspector
 CMegaCrush.Spawner.Samples.BasicSpecialsTelemetry
 CMegaCrush.Spawner.IWaveExecutorContract for any executor that can run a wave sequence
 CMegaCrush.Spawner.WaveSpawnLoopDefault implementation of IWaveExecutor. Spawns a sequence of entries defined in a WaveEntry, using spawn points defined on the WaveTrigger
 CMegaCrush.Spawner.LoopPolicyPer-wave loop configuration describing if/how a wave should repeat
 CMegaCrush.Spawner.EditorTools.MegaCrushCreateMenuEditor utility that adds convenient menu items under GameObject/Runtime Spawner/ for creating spawner components and authoring helpers in the Scene
 CMonoBehaviour
 CMegaCrush.Spawner.FireSignalOnStartExample to fire a signal for the wave table runner to control spawn waves
 CMegaCrush.Spawner.FireSignalOnTriggerExit
 CMegaCrush.Spawner.LocalAreaSpawnerLocalized spawn volume that lets the system bias spawning when the player is inside the area. This component does not spawn on its own—it's driven by RuntimeSpawner via region-activation signals
 CMegaCrush.Spawner.RuntimeSpawnerCentral coordinator for runtime spawning. Supports three spawn flows:

  • Global spawning – distributed across the world with population caps.
  • Region spawning – localized spawners that activate when the player enters a region.
  • Wave spawning – table-driven encounter waves triggered by WaveTrigger volumes.

Also provides optional internal culling beyond a configurable distance and integrates with an object pool

 CMegaCrush.Spawner.RuntimeSpawnerMenu
 CMegaCrush.Spawner.Samples.AIChaseSimple AI chase behaviour. If it sees the player, it chases them
 CMegaCrush.Spawner.Samples.AIWander
 CMegaCrush.Spawner.Samples.CharControllerAttach this to the character, optionally also add a rigidbody, just cuz
 CMegaCrush.Spawner.Samples.DemoController
 CMegaCrush.Spawner.Samples.DespawnAfterSecondsSimple lifetime despawner. Attach to any pooled spawnable prefab. It will automatically despawn the GameObject after X seconds
 CMegaCrush.Spawner.Samples.RuntimeSpawnerControlSample script that starts the runtime spawner, instead of it starting automatically
 CMegaCrush.Spawner.Samples.SimpleMotionAnimatorA simple animator that works for rigidbody, navmesh agent or character controller based characters
 CMegaCrush.Spawner.Samples.TriggerActivateResetMonitorSimple script to listen to WaveTrigger events and show / hide an object (the WorldSpace UI)
 CMegaCrush.Spawner.Samples.UpdateWaveInfoExample UI script listens to wave trigger events
 CMegaCrush.Spawner.SpawnDirectorDrives spawn system intensity over time or via explicit steps. Applies values from an IntensityProfile to a bound RuntimeSpawner (population caps, spawn rates, etc.)
 CMegaCrush.Spawner.SpawnerDiagnosticsHUD
 CMegaCrush.Spawner.SpecialEncounterManagerManages opportunistic “special” encounters driven by a SpecialProfile. Evaluates rules on an interval and, when conditions are met, spawns via the bound RuntimeSpawner using either tagged WaveSpawnPoint anchors or a radial fallback resolved by the Locator
 CMegaCrush.Spawner.WaveSpawnPointSpatial anchor used by waves and specials for directed spawning. Provides a position and an optional spawn radius plus semantic tags (e.g., "Flank", "Ambush") that rules can match against
 CMegaCrush.Spawner.WaveTriggerSimple trigger volume that activates a WaveSpawner sequence when the player enters. Supports optional reactivation after a cooldown and editor helpers for authoring spawn points
 CMegaCrush.Spawner.PopulationTrackerTracks the current and historical population of spawned objects, including metadata and source breakdowns
 CPropertyAttribute
 CMegaCrush.Spawner.MinMaxRangeAttributeAttribute to draw a min–max slider in the Unity Inspector. Can be applied to:

  • Vector2 or Vector2Int fields.
  • Custom serializable structs with fields named min and max (float or int).
 CPropertyDrawer
 CMegaCrush.Spawner.LoopPolicyDrawer
 CMegaCrush.Spawner.MinMaxRangeDrawer
 CMegaCrush.Spawner.RegionSpawnLoopPeriodic loop that manages spawning in active LocalAreaSpawner regions. Ensures each active region maintains its local population between its min/max bounds
 CMegaCrush.Spawner.RuntimeSpawnerSettingsProviderDraw the settings provider
 CScriptableObject
 CMegaCrush.Spawner.IntensityProfileScriptable profile that defines how spawning intensity progresses over time or via manual steps. Each Step configures caps and rate multipliers applied by SpawnDirector
 CMegaCrush.Spawner.RuntimeSpawnerSettingsGlobal configuration asset for the Runtime Spawner system. Stores editor-only visualization colors and is saved as a project-wide ScriptableObject so all scenes share consistent debug styling
 CMegaCrush.Spawner.SpawnEntryDefines how a particular prefab can be spawned by the Runtime Spawner
 CMegaCrush.Spawner.SpecialProfileCollection of SpecialRule entries plus global constraints for the special-encounter system
 CMegaCrush.Spawner.SpecialsTelemetryProviderAbstract ScriptableObject base you can subclass to feed telemetry via the Inspector
 CMegaCrush.Spawner.WaveSpawnerScriptableObject that defines a sequence of WaveEntrys for spawning
 CMegaCrush.Spawner.SignalBusMinimal, sticky signal bus used by WaveTableRunner's UntilSignal loop type. Signals are string IDs; once fired they remain "fired" until consumed or cleared
 CMegaCrush.Spawner.SpawnContext
 CMegaCrush.Spawner.SpawnMetaMetadata associated with a spawned object for bookkeeping and analytics
 CMegaCrush.Spawner.SpecialRuleDescribes when and how to spawn a single special encounter. Evaluated by SpecialEncounterManager on a cadence, subject to intensity step, player/telemetry gates, and placement constraints
 CMegaCrush.Spawner.IntensityProfile.StepA single intensity step applied while active
 CMegaCrush.Spawner.WaveEntryConfiguration for a single wave of spawns
 CMegaCrush.Spawner.WaveTableRunnerExecutes a WaveSpawner definition once, honoring each WaveEntry's LoopPolicy. Each wave may run once, repeat a set number of times, repeat until a duration expires, or loop until a signal is received
 CMegaCrush.Spawner.WindowOpener