Samples Overview
The Runtime Spawner package ships with several sample scenes and scripts that demonstrate how to use the system in different contexts - from single-player setups to networked multiplayer via Photon Fusion or Photon PUN 2+.
These samples are designed to be self-contained learning modules, showing real-world use cases for the spawner, region logic, and encounter systems.
Base Sample: Runtime Spawner Sample
Path:
Assets/Samples/Runtime Spawner/<version>/Runtime Spawner Sample/
Purpose: Core single-player demonstration of all major Runtime Spawner systems and workflows.
Includes:
Example code and prefab setup
Example Spawn Profiles and GameData assets
A suite of scenes showing common use cases
Scenes Included
1. Global Spawner
Demonstrates the simplest global-level spawner setup.
2. Local Area Spawner (Biome)
Shows regional control, density, and tile-level variation.
3. Wave Spawner
Demonstrates timed and event-driven wave spawning logic.
4. Combined Example
Mixes global, regional, and wave spawning in one scene.
5. API Example – Manual Start
Shows how to control spawners fully through script.
6. Directed Ambient Spawner
Example of environment or ambient population systems.
7. Special Encounters
Demonstrates the Special Encounter Manager and rule-driven spawning.
8. Spawn Hints
Demonstrates the Spawn Hints system (authored anchor-based spawning).
All base scenes use local pooling and deterministic seeding for reproducible runs.
Fusion Networking Sample
Path:
Assets/Samples/Runtime Spawner/<version>/Runtime Spawner Fusion Sample/
Scene:
FusionSample.unity
Purpose: Demonstrates full integration between the Runtime Spawner and Photon Fusion 2.x. Shows how to spawn and replicate networked objects using the Fusion factory and pool provider.
Includes:
FusionBootstrapscript (sets up the NetworkRunner)FusionFactoryAssetandFusionPoolObjectProviderNetworked player prefab
“Fusion Integration Setup Guide” documentation inside the folder
Use this to: Test multiplayer spawning where the host runs the spawner, and all clients receive synchronized results.
Prerequisites:
Photon Fusion 2.x installed
Fusion CodeGen run for all network assemblies
PUN 2+ Networking Sample
Path:
Assets/Samples/Runtime Spawner/<version>/Runtime Spawner PUN Sample/
Scene:
PUNSample.unity
Purpose: Demonstrates Runtime Spawner integration with Photon PUN 2 or PUN 2+. Uses the PUNFactoryAsset and PUNPoolPrefabProvider for pooling and prefab registration.
Includes:
PunBootstrap(connects to Photon Cloud, manages room flow)Player prefab with
PhotonViewOptional Cinemachine setup for player camera
PUNPrefabKeycomponent example
Use this to: See how Runtime Spawner runs exclusively on the Master Client and automatically reassigns when master changes.
Prerequisites:
Photon PUN 2 or PUN 2+ installed
Base Runtime Spawner Sample imported
Sample Folder Layout
All samples follow a common structure:
Code/ – Example scripts (controllers, AI, networking)
Content/ – Materials, prototype textures, shared assets
GameData/ – SpawnEntry profiles and configuration assets
Prefabs/ – Player, AI, and environment prefabs
Scenes/ – Scene files demonstrating specific systemsRecommended Learning Path
Start with the Base Sample
Learn how the Runtime Spawner works in isolation.
Test Global, Local, Wave, and Special Encounter logic.
Explore Spawn Hints and NavMesh Placement
Understand authored hint anchors and placement policies.
Move to Networking Samples
Choose Fusion or PUN depending on your multiplayer stack.
Study how the factory and pool providers integrate with networked prefabs.
Next Steps
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