Introduction

Introduction

The Runtime Spawner is a flexible, component-based system for controlling how enemies, objects, or NPCs are spawned dynamically during gameplay.

It is designed to provide both simple out-of-the-box spawning for non-programmers, and advanced progression systems for designers who want deeper control over pacing and difficulty.


What Problem Does It Solve?

In most games, controlling when and how enemies appear requires writing custom scripts or hard-coding logic into encounter setups. This can quickly become brittle and difficult to tune.

Runtime Spawner solves this by:

  • Providing configurable spawn rules directly in the Inspector.

  • Separating spawn definitions (what to spawn, where) from progression logic (when and how often).

  • Allowing both continuous spawning and wave-based encounters without writing code.

  • Supporting layered control systems like intensity profiles and special encounters.


Key Features

  • Runtime Spawner Component – the core spawner, handling queues, caps, and execution.

  • Spawn Director – drives difficulty/intensity over time using profiles and steps.

  • Intensity Profiles – Scriptable Objects that define pacing (concurrent alive caps, spawn rate multipliers, etc.) across multiple steps.

  • Special Encounters – rule-driven conditional spawns for boss-like or situational enemies.

  • Designer-Friendly Inspector Tools – reorderable lists, min/max ranges, and profiles make it easy to set up without programming.

  • Extensible Architecture – hook in your own spawn executors, locators, or evaluation logic.


Example Use Cases

  • Ambient animals / roaming creatures

  • Pedestrians

  • Roaming enemies

  • A horde shooter that ramps up enemy density every 30 seconds.

  • A survival mission where tougher units unlock after step 5 in the intensity ladder.

  • Special flanker units that only spawn if players are grouped together and health is low.

  • A boss encounter triggered once a certain pressure threshold is reached.


Workflow Overview

  1. Create a Runtime Spawner in your scene.

  2. Define spawn entries (what can spawn, weights, tags).

  3. Optionally attach a Spawn Director with an Intensity Profile to scale difficulty over time.

  4. Optionally assign a Special Encounter Manager with a Special Profile to inject boss-like or conditional spawns.

  5. Press Play and the system will handle evaluation, progression, and spawning automatically.

Runtime Spawner Inspector
Spawn Director Inspector
Special Encounter Manager Inspector

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