1.6.0
[1.6.0] - 2025-12-19
Added
Unified Multiplayer Logging & Diagnostics
Unified logging system across:
Photon PUN
Photon Fusion
Local (offline) spawner drivers
Centralized runtime logging flags to prevent editor spam while still enabling deep diagnostics when needed.
Runtime snapshot support added to inspectors:
View live spawner state (population counts, active entries, trigger state).
Helps debug region, wave, and local area spawners in Play Mode.
New Fusion Spawner Diagnostics window - comprehensive logging of spawner activity
Extensive Fusion diagnostics tools - Network Behaviour mismatch tools, prefab table dump tools and much more
Expanded Sample Content
Updated Fusion sample scene:
Now includes Wave Spawners and Region Spawners.
Updated PUN sample scene:
Demonstrates Local Area Spawners and Wave Triggers together.
Samples now reflect real-world multiplayer setups rather than isolated test cases.
External Trigger & Multiplayer Hardening
Added external trigger support for:
Wave Triggers
Local Area Spawners
Region-based flows
Enables clean integration with:
Mission systems
Objective systems
Networked game-state controllers
Fusion Pooling Improvements
Added
IFusionPooledinterface to explicitly mark objects that should use the Fusion Object Pool.Optional
FusionPooledMarkercomponent for non-code workflows.Objects not marked now cleanly fall back to Fusion’s default lifecycle.
Pool expansion now supports per-frame spawn budgeting to avoid spikes when growing the pool.
New Runtime APIs
Purge API:
Remove spawned objects by spawn source (global, region, wave, etc.).
Fully exposed in inspectors for designer workflows.
Spawn entries can now opt out of NavMeshAgent modification, allowing:
Static props
Non-agent actors
Custom movement controllers
Changed
Inspector & Editor Cleanup
Major inspector refactor across:
Runtime Spawner
Local Area Spawner
Wave Spawner
PUN & Fusion drivers
Removed duplicate and legacy inspector fields.
Shared inspector header moved into a common assembly, allowing reuse across integrations.
Improved gizmo UI and clarity for region / wave visualization.
Initialization & Pooling Flow
Runtime Spawner initialization now:
Skips creating object pools for disabled spawner types.
Reduces memory overhead and startup cost.
Pool prewarm now passes absolute object counts, not deltas, improving accuracy and stability.
Networking Integration Structure
Standardized PUN adapter namespaces and folder layout.
Reorganized Fusion integration for clarity and maintainability.
Hardened Fusion pooling handler against edge cases during spawn/despawn.
Fixed
Fixed multiple domain reload issues in inspectors and runtime drivers.
Hardened inspector behavior during:
Assembly reloads
Play Mode transitions
Fixed Fusion pooling edge cases that could cause:
Incorrect despawn paths
Pool mismatches under load
Offline Triggers w/ Multiplayer integrations
Added new Trigger execution system and network trigger drivers to prevent triggers from executing out of sequence for multiplayer scenarios
Improved safety guards for runtime exceptions during initialization and teardown.
Notes
This release represents a major internal hardening pass across:
Multiplayer (Fusion + PUN)
Pooling
Inspectors
Runtime diagnostics
Strongly recommended for:
Multiplayer projects
Large maps with mixed spawner types
Teams relying on runtime debugging and designer-driven workflows
Fully backward-compatible with 1.5.x configurations.
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