Spawn Director

Overview

The Spawn Director controls the overall intensity curve of your encounter. Instead of every spawner behaving at a fixed difficulty, the director applies step-based multipliers that adjust pacing over time.

This lets designers “script” the escalation of tension without hand-authoring every wave.

Core Concepts

Intensity Profile

A ScriptableObject defining steps. Each step sets:

  • Alive Cap – how many enemies can exist at once.

  • Global Spawn Window – min/max delay between spawn events.

  • Spawn Rate Multiplier – speeds up or slows down all spawn rates.

  • Wave Rate Multiplier – adjusts timing between waves.

  • Advance Modes

    • Manual: Game code calls StepUp(), StepDown(), or SetStep().

    • Auto By Time: Steps advance automatically every N seconds.

  • Start Step Defines which step the director begins on.

Usage Patterns

  • Cinematic Escalation: Start at step 0 (calm), advance every 60s until reaching the climax step.

  • Dynamic Difficulty: Use game triggers (player health low, objective destroyed, etc.) to call StepUp() or StepDown().

  • Replayable Missions: Adjust profile assets per mission type, reusing the same director logic.

Also see:

Intensity Profile

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