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()
, orSetStep()
.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()
orStepDown()
.Replayable Missions: Adjust profile assets per mission type, reusing the same director logic.
Also see:
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