Defines how a particular prefab can be spawned by the Runtime Spawner.
More...
|
| GameObject | prefab |
| | The prefab to spawn.
|
| |
| int | maxPopulation = 100 |
| | How many of this object are allowed at one time.
|
| |
| int | currentPopulation = 0 |
| | Internal counter (not user-editable) of how many are alive.
|
| |
| bool | useGroupSpawn |
| | If true, members of this entry spawn in a group relative to the first member.
|
| |
| int | minGroupSize = 1 |
| | If using group spawns, the minimum group size.
|
| |
| int | maxGroupSize = 100 |
| | If using group spawns, the maximum group size.
|
| |
| NavMeshPlacementPolicy | placementPolicy = NavMeshPlacementPolicy.Prefer |
| | Placement policy for NavMesh-aware spawning:
-
Require – Only place when a NavMesh position is found; otherwise the spawn is deferred and retried.
-
Prefer – Spawn immediately but keep the NavMeshAgent disabled; a helper will enable it once a NavMesh appears nearby.
-
Ignore – Do not project or enforce NavMesh for placement.
|
| |
| float | navmeshSearchRadius = 2.0f |
| | Search radius used when projecting to the NavMesh (meters).
|
| |
| int | navmeshAreaMask = UnityEngine.AI.NavMesh.AllAreas |
| | NavMesh area mask for placement. Defaults to NavMesh.AllAreas.
|
| |
| int | navmeshMaxAttempts = 6 |
| | Maximum jittered attempts when searching for a valid NavMesh triangle.
|
| |
| float | navmeshJitter = 0.75f |
| | Jitter step size (meters) used while expanding the probe ring during NavMesh projection.
|
| |
| int | maxDeferredRetries = 8 |
| | Maximum number of deferred retries (Require) or enable polls (Prefer) before giving up. Set to 0 to use a sensible default.
|
| |
|
| string | StableId [get] |
| | Stable identifier used by the seed router. Prefer this over name.
|
| |
|
| GameObject | instance |
| | Internal last-spawned instance (not serialized).
|
| |
| string | stableId |
| | Stable identifier used to derive deterministic sub-seeds. Generated in the editor on first access. In player builds (no editor), falls back to the asset name if not serialized yet.
|
| |
Defines how a particular prefab can be spawned by the Runtime Spawner.
◆ OnValidate()
| void MegaCrush.Spawner.SpawnEntry.OnValidate |
( |
| ) |
|
|
private |
◆ currentPopulation
| int MegaCrush.Spawner.SpawnEntry.currentPopulation = 0 |
Internal counter (not user-editable) of how many are alive.
◆ instance
| GameObject MegaCrush.Spawner.SpawnEntry.instance |
|
private |
Internal last-spawned instance (not serialized).
◆ maxDeferredRetries
| int MegaCrush.Spawner.SpawnEntry.maxDeferredRetries = 8 |
Maximum number of deferred retries (Require) or enable polls (Prefer) before giving up. Set to 0 to use a sensible default.
◆ maxGroupSize
| int MegaCrush.Spawner.SpawnEntry.maxGroupSize = 100 |
If using group spawns, the maximum group size.
◆ maxPopulation
| int MegaCrush.Spawner.SpawnEntry.maxPopulation = 100 |
How many of this object are allowed at one time.
◆ minGroupSize
| int MegaCrush.Spawner.SpawnEntry.minGroupSize = 1 |
If using group spawns, the minimum group size.
◆ navmeshAreaMask
| int MegaCrush.Spawner.SpawnEntry.navmeshAreaMask = UnityEngine.AI.NavMesh.AllAreas |
NavMesh area mask for placement. Defaults to NavMesh.AllAreas.
◆ navmeshJitter
| float MegaCrush.Spawner.SpawnEntry.navmeshJitter = 0.75f |
Jitter step size (meters) used while expanding the probe ring during NavMesh projection.
◆ navmeshMaxAttempts
| int MegaCrush.Spawner.SpawnEntry.navmeshMaxAttempts = 6 |
Maximum jittered attempts when searching for a valid NavMesh triangle.
◆ navmeshSearchRadius
| float MegaCrush.Spawner.SpawnEntry.navmeshSearchRadius = 2.0f |
Search radius used when projecting to the NavMesh (meters).
◆ placementPolicy
Placement policy for NavMesh-aware spawning:
-
Require – Only place when a NavMesh position is found; otherwise the spawn is deferred and retried.
-
Prefer – Spawn immediately but keep the NavMeshAgent disabled; a helper will enable it once a NavMesh appears nearby.
-
Ignore – Do not project or enforce NavMesh for placement.
◆ prefab
| GameObject MegaCrush.Spawner.SpawnEntry.prefab |
◆ stableId
| string MegaCrush.Spawner.SpawnEntry.stableId |
|
private |
Stable identifier used to derive deterministic sub-seeds. Generated in the editor on first access. In player builds (no editor), falls back to the asset name if not serialized yet.
◆ useGroupSpawn
| bool MegaCrush.Spawner.SpawnEntry.useGroupSpawn |
If true, members of this entry spawn in a group relative to the first member.
◆ StableId
| string MegaCrush.Spawner.SpawnEntry.StableId |
|
get |
Stable identifier used by the seed router. Prefer this over name.
The documentation for this class was generated from the following file:
- D:/projects/Asset Store Packages/com.pixelwizards.runtimespawner/Code/Runtime/ScriptableObjects/SpawnEntry.cs