Wave Spawnpoint
A WaveSpawnPoint is a simple spatial anchor used by Waves (and Specials) to direct where units should appear. Each point provides:
A center position in the world
A Spawn Range (radius) for randomization around that point
Optional Anchor Tags to describe the intent of the spot (e.g., Flank, Ambush, Far)
Wave Triggers can hold a list of these points and will choose one at spawn time.
Adding Wave Spawn Points
Menu:
GameObject → Runtime Spawner → Create Wave Spawn Point
This creates a point near the SceneView camera. If an object is selected, the new point is parented to it (handy for organizing under a Wave Trigger).Or manually: Create an empty GameObject and add WaveSpawnPoint.
If you’re using a Wave Trigger, make sure your points are referenced in the trigger’s Wave Spawn Points list (visible on the Wave Trigger component). When a wave fires, one of these points is picked and used as the anchor.

Inspector (WaveSpawnPoint)
Spawn Range Radius (in meters) around this point where the actual spawn position will be sampled. Larger values create more dispersed spawns; smaller values keep spawns tight to the anchor.
Anchor Tags A list of semantic tags describing the spot (e.g.,
Flank
,Ambush
,HighGround
). These tags are forwarded to the placement system so it can prefer matching Spawn Hints (see below).
Gizmos: In the Scene view, WaveSpawnPoint draws a small sphere at its position and a wire circle for the Spawn Range (color is configurable via Runtime Spawner Settings).
How it fits into Wave Triggers & Waves
A Wave Trigger has a list of WaveSpawnPoint references (its “anchors”).
When a wave starts, the system:
Picks one of the trigger’s anchors
Uses the anchor’s position and Spawn Range to define a search area
(If Spawn Hints are enabled) passes the anchor’s Anchor Tags to the hint system to preferentially choose matching hint points
Resolves a final NavMesh-valid position and spawns there
If no WaveSpawnPoint is assigned, the system falls back to the trigger transform (with a small default range).
Using with Spawn Hints (optional)
If Use Spawn Hints is enabled on the Runtime Spawner:
The anchor’s Anchor Tags are provided to the hint query. The system first tries to use EnemySpawnHintPoint markers that share any of these tags. If none match, it will try any eligible hint in range.
If Hint-Only is enabled in Spawn Hint Settings, and no suitable hint is found, the spawn is skipped (no fallback).
Tips
Place multiple WaveSpawnPoints around an encounter pocket: entrances, flanks, behind cover, etc.
Use Anchor Tags that match the semantics of nearby EnemySpawnHintPoint (e.g., both use
Flank
) to get predictable, authored results.Keep Spawn Range reasonable—large enough to avoid stackups, small enough to maintain encounter shape.
Remember global constraints still apply (e.g., Minimum Spawn Range to the player unless your Spawn Hint Settings explicitly ignore it).
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