Runtime Spawner 1.5.0
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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Package List
Here are the packages with brief descriptions (if available):
[detail level 12345]
 NMegaCrush
 NEditorGUIEx
 CRuntimeSpawnerEditorMetaCentralized constants for the Runtime Spawner editor UI. All inspectors pull package IDs, header paths, and docs/support links from here
 NSpawner
 NFusionAdapter
 NPunAdapter
 NSamples
 CBasicSpawnHandleMinimal, reusable implementation of ISpawnHandle used by the core RuntimeSpawner system
 CEditorMenuPathsCentralized menu path constants for CreateAssetMenu and Editor utilities
 CFireSignalOnStartExample to fire a signal for the wave table runner to control spawn waves
 CFireSignalOnTriggerExit
 CFloatRangeSerializable container for a floating-point range. Drawn in the Inspector with a min–max slider when annotated with MinMaxRangeAttribute
 CGlobalSpawnLoopPeriodic 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
 CIntensityProfileScriptable profile that defines how spawning intensity progresses over time or via manual steps. Each Step configures caps and rate multipliers applied by SpawnDirector
 CIntensityProfileInspector
 CIntRangeSerializable container for an integer range. Drawn in the Inspector with a min–max slider when annotated with MinMaxRangeAttribute
 CIObjectFactoryInterface implemented by object factories capable of spawning objects synchronously or asynchronously
 CIPoolAdapterAbstraction over the project’s pooling layer so the spawner system isn’t tightly coupled to a specific pool implementation
 CIPrewarmableFactoryOptional interface for factories that support prewarming (pool priming) of spawnable prefabs
 CISpawnExecutorExecutes a spawn request for a given SpawnEntry using a provided context
 CISpawnHandleRepresents a handle returned by an IObjectFactory after spawning an object
 CISpawnLocatorService 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
 CISpecialsTelemetryProvides runtime telemetry used by SpecialEncounterManager rule checks. Implement this in-game and supply it via inspector or code
 CIWaveExecutorContract for any executor that can run a wave sequence
 CLocalAreaSpawnerLocalized 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
 CLocalAreaSpawnerInspectorCustom inspector for LocalAreaSpawner. Uses SerializedProperty-backed ReorderableLists and shows runtime-only overrides read-only
 CLoopPolicyPer-wave loop configuration describing if/how a wave should repeat
 CLoopPolicyDrawer
 CMinMaxRangeAttributeAttribute 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).
 CMinMaxRangeDrawer
 CNavMeshPlacementPolicyDrawer
 CNavMeshReadyEnablerZero-config binder/monitor for NavMeshAgent
 CObjectFactoryAssetBase class for factory assets that produce IObjectFactory instances at runtime
 CPcg32Minimal PCG32 pseudo-random number generator; fast and reproducible across platforms (including IL2CPP/AOT)
 CPoolAdapterDefault adapter that forwards calls to PoolManager from MegaCrush.ObjectPool
 CPopulationTrackerTracks the current and historical population of spawned objects, including metadata and source breakdowns
 CPUNFactoryAssetScriptableObject factory asset that creates a Photon PUN–backed IObjectFactory
 CRegionPopulationControllerCentral, director-driven controller that scales per-tile LocalAreaSpawners and resolves their spawn lists from a global RegionSpawnLibrary
 CRegionPopulationControllerInspectorCustom inspector for RegionPopulationController
 CRegionSpawnLibraryGlobal, designer-authored library that defines rule-based spawn entries for LocalAreaSpawner regions. The RegionPopulationController queries this asset at runtime to resolve each region's LocalAreaSpawner.CustomRegionSpawners based on:

  • Region tags (semantic string labels supplied by the game).
  • Current SpawnDirector step (0-based).
  • Optional weights by normalized step (0..1).
 CRegionSpawnLibraryInspectorCustom inspector for RegionSpawnLibrary
 CRegionSpawnLoopPeriodic loop that manages spawning in active LocalAreaSpawner regions. Ensures each active region maintains its local population between its min/max bounds
 CRuntimeSpawnerCentral 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

 CRuntimeSpawnerFactoryInspectorMinimal, informative inspector for ObjectFactoryAsset-derived assets. Shows the package header and a short explanation. No settings are exposed
 CRuntimeSpawnerInspectorCustom Inspector for the Runtime Spawner
 CRuntimeSpawnerMenu
 CRuntimeSpawnerSettingsGlobal 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
 CRuntimeSpawnerSettingsProviderDraw the settings provider
 CSignalBusMinimal, sticky signal bus used by WaveTableRunner's UntilSignal loop type. Signals are string IDs; once fired they remain "fired" until consumed or cleared
 CSinglePlayerPoolFactorySimple factory implementation for single-player or offline projects
 CSinglePlayerPoolFactoryAssetScriptableObject factory asset that creates a SinglePlayerPoolFactory instance
 CSpawnContextImmutable parameters describing where and why a spawn is occurring. Built by RuntimeSpawner and consumed by ISpawnExecutor
 CSpawnDirectorDrives spawn system intensity over time or via explicit steps. Applies values from an IntensityProfile to a bound RuntimeSpawner (population caps, spawn rates, etc.)
 CSpawnDirectorInspector
 CSpawnEntryDefines how a particular prefab can be spawned by the Runtime Spawner
 CSpawnEntryInspectorCustom Inspector for SpawnEntry. Now also exposes NavMesh placement options (Require / Prefer / Ignore)
 CSpawnerDiagnosticsHUD
 CSpawnExecutorDefault implementation of ISpawnExecutor. Pulls instances from a pool, resolves placement via ISpawnLocator, applies the NavMeshPlacementPolicy from SpawnEntry, activates the instance, and updates population tracking
 CSpawnHintPointAuthoring-time spawn suggestion placed in the scene to guide where enemies can appear
 CSpawnHintPointInspector
 CSpawnHintRegistryLightweight spatial index for SpawnHintPoint
 CSpawnHintSettingsGlobal configuration for the Spawn Hints system
 CSpawnHintSettingsInspector
 CSpawnLocatorDefault spawn locator that performs physics raycasts and NavMesh sampling to produce valid placement positions for spawned objects
 CSpawnMathLightweight math helpers shared by spawner flows (global/region/wave) and the executor. Uses squared-distance comparisons for performance and XZ-planar checks to ignore height
 CSpawnMetaMetadata associated with a spawned object for bookkeeping and analytics
 CSpawnRequestImmutable data package describing a single spawn operation
 CSpecialEncounterManagerManages 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
 CSpecialProfileCollection of SpecialRule entries plus global constraints for the special-encounter system
 CSpecialProfileInspector
 CSpecialRuleDescribes 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
 CSpecialsTelemetryProviderAbstract ScriptableObject base you can subclass to feed telemetry via the Inspector
 CWaveEntryConfiguration for a single wave of spawns
 CWaveSpawnerScriptableObject that defines a sequence of WaveEntrys for spawning
 CWaveSpawnerInspector
 CWaveSpawnLoopDefault implementation of IWaveExecutor. Spawns a sequence of entries defined in a WaveEntry, using spawn points defined on the WaveTrigger
 CWaveSpawnPointSpatial 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
 CWaveTableRunnerExecutes 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
 CWaveTriggerSimple 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