Megacrush Unity Assets
Runtime Spawner User Manual
Runtime Spawner User Manual
  • Runtime Spawner User Manual
    • Introduction
      • The Welcome Dialog
      • Core Concepts
    • Technical Details
    • Getting Started
      • Samples Overview
      • The Sample Scenes
      • SRP Support
    • Components
      • Runtime Spawner
      • Local Area Spawner
      • Wave Trigger
    • Scriptable Objects
      • Spawn Entry
      • Wave Spawner
    • Runtime Spawner Settings
    • Runtime Spawner API
    • Extras
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  • Wave Trigger
  • Wave Spawn Point
  1. Runtime Spawner User Manual
  2. Components

Wave Trigger

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Last updated 1 year ago

Wave Trigger

The Runtime Spawner includes a complete wave spawning system, similar to Tower Defense games, and many other ‘hold & defend’ games and missions (Left 4 Dead, etc). The Trigger area is defined by a Box Collider (set to ‘Trigger’) as shown in the image below.

To Create a new Wave Trigger in the scene, click the ‘+’ button on the Wave Triggers section of the Runtime Spawner UI. This will automatically add a child game object for the Runtime Spawner and add the required components (Wave Trigger / Box Collider).

Properties

Wave Spawn Point

The Wave Spawn Point component defines the location where AI Agents that have been spawned by a Wave (as triggered by the Wave Trigger component, above) will be spawned in the world.

Properties

Spawn Range

Defines a spawn area for this spawn point. A random spot within the range will be used to spawn the AI Agents. This range is visible as a scene view gizmo as shown below.