1.3.0
[1.3.0] - 2025-09-09
Added
NavMesh placement policy on
SpawnEntry:Require – spawn only when a valid NavMesh position exists (otherwise defer and retry).
Prefer – spawn immediately; agent enables when NavMesh becomes available.
Ignore – place without NavMesh restrictions.
Deferred placement queue in
RuntimeSpawnerfor Require policy (with exponential backoff).Spawn Hints system:
EnemySpawnHintPointcomponents act as authored spawn anchors with per-hint rules:minPlayerDist,maxPlayerDist,denyLineOfSight,requireNavMesh,overrideAreaMask,tags.SpawnHintSettingsasset controls global behavior:hintOnly,cellSize,waveSearchPadding,regionSearchPadding,globalSearchFraction,navSampleMaxDist,losBlockMask,reservationSeconds,preferScopedFirst,maxHintAttempts,ignoreGlobalMinDistance,debugLogs.Spatial registry with soft reservations to avoid piling spawns on one hint.
Tag matching:
WaveSpawnPoint.AnchorTagsflow through to spawns so waves can target hints with matching tags first.
Changed
SpawnExecutornow honorsNavMeshPlacementPolicy:Uses
NavMeshUtil.TryProjectfor Require; enqueues deferred jobs on failure.Adds/uses
NavMeshReadyEnablerfor Prefer to enable agents when NavMesh is ready.SpawnLocatorintegrates Spawn Hints:Tries hints first (and respects
hintOnly), then falls back to previous sampling logic.Supports wave/region/global search radii and LOS checks.
Emits debug rays/logs when
debugLogsis enabled in settings.
Fixed
Newly created Spawn Hint Settings assets from the inspector are now auto-assigned to the spawner field (no manual drag required).
Added one-time warnings for misconfigured hints:
Hint
MinPlayerDistance >= MaxPlayerDistance.Global
MinSpawnRangeexceeds hintMaxPlayerDistance(unlessignoreGlobalMinDistanceis enabled).
Notes
Enabling Hint Only means no spawn will occur unless a qualifying hint is found (by design).
If using global
MinSpawnRange, ensure it doesn’t exceed your hints’MaxPlayerDistance, or enable Ignore Global Min Distance inSpawnHintSettings.
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