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Introduction

Runtime Spawner is a modular system for spawning enemies, NPCs, and objects dynamically at runtime.

It provides a data-driven, designer-friendly workflow for controlling:

  • what gets spawned

  • when it happens

  • where it appears

  • how it scales over time


What Problem Does It Solve?

In many projects, spawning logic is:

  • tightly coupled to gameplay scripts

  • difficult to tune

  • hard to reuse across levels

Runtime Spawner separates these concerns by introducing a consistent spawning pipeline that is:

  • data-driven - configured through assets and inspectors

  • modular - built from interchangeable systems (addons)

  • scalable - works from small scenes to large worlds


How It Works

Runtime Spawner is built from three main layers:

Core

Handles execution:

  • spawning pipeline

  • placement and validation

  • population tracking

  • pacing via the Spawn Director


Addons

Define behavior:

  • Global (ambient population)

  • Local Area (region-based encounters)

  • Waves (structured spawning)

  • Spawnpoints (authored placement)

  • Special Encounters (conditional events)


Factories & Networking

Control instantiation:

  • object pooling

  • multiplayer synchronization (PUN / Fusion)


Example Use Cases

  • Ambient population systems (wildlife, pedestrians)

  • Wave-based combat or survival modes

  • Open-world encounters that scale over time

  • Scripted missions with controlled pacing

  • Multiplayer sessions with synchronized spawning


Basic Workflow

  1. Add a Runtime Spawner to your scene

  2. Define Spawn Entries (what to spawn)

  3. (Optional) Configure a Spawn Director (pacing)

  4. Add one or more addons (behavior)

  5. Press Play - spawning is handled automatically


In Short

Runtime Spawner turns spawning into a composable system:

  • Core executes

  • Addons define behavior

  • Data drives configuration

This makes it easy to build anything from simple ambient scenes to complex, scalable gameplay systems - in both single-player and multiplayer.

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