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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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▼NMegaCrush | |
▼NSpawner | |
▼NEditorTools | |
CMegaCrushCreateMenu | Editor utility that adds convenient menu items under GameObject/Runtime Spawner/ for creating spawner components and authoring helpers in the Scene |
▼NSamples | |
CAIChase | Simple AI chase behaviour. If it sees the player, it chases them |
CAIWander | |
CBasicSpecialsTelemetry | |
CBasicSpecialsTelemetryInspector | |
CCharController | Attach this to the character, optionally also add a rigidbody, just cuz |
CDemoController | |
CDespawnAfterSeconds | Simple lifetime despawner. Attach to any pooled spawnable prefab. It will automatically despawn the GameObject after X seconds |
CRuntimeSpawnerControl | Sample script that starts the runtime spawner, instead of it starting automatically |
CSimpleMotionAnimator | A simple animator that works for rigidbody, navmesh agent or character controller based characters |
CTriggerActivateResetMonitor | Simple script to listen to WaveTrigger events and show / hide an object (the WorldSpace UI) |
CUpdateWaveInfo | Example UI script listens to wave trigger events |
CFireSignalOnStart | Example to fire a signal for the wave table runner to control spawn waves |
CFireSignalOnTriggerExit | |
CFloatRange | Serializable container for a floating-point range. Drawn in the Inspector with a min–max slider when annotated with MinMaxRangeAttribute |
CGlobalSpawnLoop | 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 |
CInspectorProperty | |
▼CIntensityProfile | Scriptable profile that defines how spawning intensity progresses over time or via manual steps. Each Step configures caps and rate multipliers applied by SpawnDirector |
CStep | A single intensity step applied while active |
CIntensityProfileInspector | |
CIntRange | Serializable container for an integer range. Drawn in the Inspector with a min–max slider when annotated with MinMaxRangeAttribute |
CIPoolAdapter | Abstraction over the project’s pooling layer so the spawner system isn’t tightly coupled to a specific pool implementation |
CISpawnExecutor | Executes a spawn request for a given SpawnEntry using a provided context |
CISpawnLocator | 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 |
CISpecialsTelemetry | Provides runtime telemetry used by SpecialEncounterManager rule checks. Implement this in-game and supply it via inspector or code |
CIWaveExecutor | Contract for any executor that can run a wave sequence |
CLocalAreaSpawner | 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 |
CLocalAreaSpawnerInspector | Custom inspector for the Local Area Spawner |
CLoopPolicy | Per-wave loop configuration describing if/how a wave should repeat |
CLoopPolicyDrawer | |
CMinMaxRangeAttribute | Attribute to draw a min–max slider in the Unity Inspector. Can be applied to:
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CMinMaxRangeDrawer | |
CPoolAdapter | Default adapter that forwards calls to PoolManager from MegaCrush.ObjectPool |
CPopulationTracker | Tracks the current and historical population of spawned objects, including metadata and source breakdowns |
CRegionSpawnLoop | Periodic loop that manages spawning in active LocalAreaSpawner regions. Ensures each active region maintains its local population between its min/max bounds |
CRuntimeSpawner | Central coordinator for runtime spawning. Supports three spawn flows:
Also provides optional internal culling beyond a configurable distance and integrates with an object pool |
CRuntimeSpawnerInspector | Custom Inspector for the Runtime Spawner |
CRuntimeSpawnerMenu | |
CRuntimeSpawnerSettings | 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 |
CRuntimeSpawnerSettingsProvider | Draw the settings provider |
CSignalBus | Minimal, sticky signal bus used by WaveTableRunner's UntilSignal loop type. Signals are string IDs; once fired they remain "fired" until consumed or cleared |
CSpawnContext | |
CSpawnDirector | Drives spawn system intensity over time or via explicit steps. Applies values from an IntensityProfile to a bound RuntimeSpawner (population caps, spawn rates, etc.) |
CSpawnDirectorInspector | |
CSpawnEntry | Defines how a particular prefab can be spawned by the Runtime Spawner |
CSpawnEntryInspector | Custom Inspector for Spawn Entry |
CSpawnerDiagnosticsHUD | |
CSpawnExecutor | Default implementation of ISpawnExecutor |
CSpawnLocator | Default spawn locator that performs physics raycasts and NavMesh sampling to produce valid placement positions for spawned objects |
CSpawnMeta | Metadata associated with a spawned object for bookkeeping and analytics |
CSpecialEncounterManager | 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 |
CSpecialEncounterManagerInspector | |
CSpecialProfile | Collection of SpecialRule entries plus global constraints for the special-encounter system |
CSpecialProfileInspector | |
CSpecialRule | 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 |
CSpecialsTelemetryProvider | Abstract ScriptableObject base you can subclass to feed telemetry via the Inspector |
CWaveEntry | Configuration for a single wave of spawns |
CWaveSpawner | ScriptableObject that defines a sequence of WaveEntrys for spawning |
CWaveSpawnerInspector | |
CWaveSpawnLoop | Default implementation of IWaveExecutor. Spawns a sequence of entries defined in a WaveEntry, using spawn points defined on the WaveTrigger |
CWaveSpawnPoint | 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 |
CWaveSpawnPointInspector | |
CWaveTableRunner | 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 |
CWaveTrigger | 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 |
CWaveTriggerInspector | |
CWelcomeDialog | |
CWindowOpener |