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Runtime Spawner 1.3.0
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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Namespaces | |
namespace | Samples |
Classes | |
class | EnemySpawnHintPoint |
Authoring-time spawn suggestion placed in the scene to guide where enemies can appear. More... | |
class | EnemySpawnHintPointInspector |
class | FireSignalOnStart |
example to fire a signal for the wave table runner to control spawn waves More... | |
class | FireSignalOnTriggerExit |
struct | FloatRange |
Serializable container for a floating-point range. Drawn in the Inspector with a min–max slider when annotated with MinMaxRangeAttribute. More... | |
class | GlobalSpawnLoop |
Periodic 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. More... | |
class | InspectorProperty |
class | IntensityProfile |
Scriptable profile that defines how spawning intensity progresses over time or via manual steps. Each Step configures caps and rate multipliers applied by SpawnDirector. More... | |
class | IntensityProfileInspector |
struct | IntRange |
Serializable container for an integer range. Drawn in the Inspector with a min–max slider when annotated with MinMaxRangeAttribute. More... | |
interface | IPoolAdapter |
Abstraction over the project’s pooling layer so the spawner system isn’t tightly coupled to a specific pool implementation. More... | |
interface | ISpawnExecutor |
Executes a spawn request for a given SpawnEntry using a provided context. More... | |
interface | ISpawnLocator |
Service 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. More... | |
interface | ISpecialsTelemetry |
Provides runtime telemetry used by SpecialEncounterManager rule checks. Implement this in-game and supply it via inspector or code. More... | |
interface | IWaveExecutor |
Contract for any executor that can run a wave sequence. More... | |
class | LocalAreaSpawner |
Localized 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. More... | |
class | LocalAreaSpawnerInspector |
Custom inspector for the Local Area Spawner. More... | |
struct | LoopPolicy |
Per-wave loop configuration describing if/how a wave should repeat. More... | |
class | LoopPolicyDrawer |
class | MinMaxRangeAttribute |
Attribute to draw a min–max slider in the Unity Inspector. Can be applied to:
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class | MinMaxRangeDrawer |
class | NavMeshPlacementPolicyDrawer |
class | NavMeshReadyEnabler |
Keeps a NavMeshAgent disabled until a valid NavMesh position is found near the current transform. Safe with pooling. Works whether NavMesh is static or appears later via runtime baking. More... | |
class | PoolAdapter |
Default adapter that forwards calls to PoolManager from MegaCrush.ObjectPool . More... | |
class | PopulationTracker |
Tracks the current and historical population of spawned objects, including metadata and source breakdowns. More... | |
class | RegionSpawnLoop |
Periodic loop that manages spawning in active LocalAreaSpawner regions. Ensures each active region maintains its local population between its min/max bounds. More... | |
class | RuntimeSpawner |
Central coordinator for runtime spawning. Supports three spawn flows:
Also provides optional internal culling beyond a configurable distance and integrates with an object pool. More... | |
class | RuntimeSpawnerInspector |
Custom Inspector for the Runtime Spawner. More... | |
class | RuntimeSpawnerMenu |
class | RuntimeSpawnerSettings |
Global 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. More... | |
class | RuntimeSpawnerSettingsProvider |
Draw the settings provider. More... | |
class | SignalBus |
Minimal, sticky signal bus used by WaveTableRunner's UntilSignal loop type. Signals are string IDs; once fired they remain "fired" until consumed or cleared. More... | |
struct | SpawnContext |
Immutable parameters describing where and why a spawn is occurring. Built by RuntimeSpawner and consumed by ISpawnExecutor. More... | |
class | SpawnDirector |
Drives spawn system intensity over time or via explicit steps. Applies values from an IntensityProfile to a bound RuntimeSpawner (population caps, spawn rates, etc.). More... | |
class | SpawnDirectorInspector |
class | SpawnEntry |
Defines how a particular prefab can be spawned by the Runtime Spawner. More... | |
class | SpawnEntryInspector |
Custom Inspector for SpawnEntry. Now also exposes NavMesh placement options (Require / Prefer / Ignore). More... | |
class | SpawnerDiagnosticsHUD |
class | SpawnExecutor |
Default implementation of ISpawnExecutor. Pulls instances from a pool, resolves placement via ISpawnLocator, applies the NavMeshPlacementPolicy from SpawnEntry, activates the instance, and updates population tracking. More... | |
class | SpawnHintRegistry |
Lightweight spatial index for EnemySpawnHintPoint. More... | |
class | SpawnHintSettings |
Global configuration for the Spawn Hints system. More... | |
class | SpawnHintSettingsInspector |
class | SpawnLocator |
Default spawn locator that performs physics raycasts and NavMesh sampling to produce valid placement positions for spawned objects. More... | |
struct | SpawnMeta |
Metadata associated with a spawned object for bookkeeping and analytics. More... | |
class | SpecialEncounterManager |
Manages 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. More... | |
class | SpecialEncounterManagerInspector |
class | SpecialProfile |
Collection of SpecialRule entries plus global constraints for the special-encounter system. More... | |
class | SpecialProfileInspector |
class | SpecialRule |
Describes 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. More... | |
class | SpecialsTelemetryProvider |
Abstract ScriptableObject base you can subclass to feed telemetry via the Inspector. More... | |
class | WaveEntry |
Configuration for a single wave of spawns. More... | |
class | WaveSpawner |
ScriptableObject that defines a sequence of WaveEntrys for spawning. More... | |
class | WaveSpawnerInspector |
class | WaveSpawnLoop |
Default implementation of IWaveExecutor. Spawns a sequence of entries defined in a WaveEntry, using spawn points defined on the WaveTrigger. More... | |
class | WaveSpawnPoint |
Spatial 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. More... | |
class | WaveSpawnPointInspector |
class | WaveTableRunner |
Executes 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. More... | |
class | WaveTrigger |
Simple trigger volume that activates a WaveSpawner sequence when the player enters. Supports optional reactivation after a cooldown and editor helpers for authoring spawn points. More... | |
class | WaveTriggerInspector |
class | WelcomeDialog |
class | WindowOpener |
Enumerations | |
enum | SpawnSource { Unknown , Global , Region , Wave , Special } |
Identifies the origin of a spawn request (for telemetry, tagging, and debugging). More... | |
enum | LoopType { None , Duration , MaxLoops , UntilSignal } |
Strategy for repeating a wave entry. More... | |
enum | NavMeshPlacementPolicy { Require , Prefer , Ignore } |
Placement options for NavMesh-aware spawning. More... | |
Identifies the origin of a spawn request (for telemetry, tagging, and debugging).