Core Overview
com.megacrush.runtimespawner.core
The Runtime Spawner Core package provides the foundational systems responsible for executing and managing all spawning behavior.
It is designed to be:
Modular - works with multiple addons and systems
Data-driven - controlled through assets and configuration
Extensible - supports custom factories, placement logic, and integrations
The Core does not define gameplay scenarios directly - instead, it provides the engine that executes them.
What Core Includes
The Core package contains the systems required to:
Define what can be spawned
Control where things can appear
Execute and track spawn requests
Manage pacing and intensity
Handle pooling and instantiation
Core Assets
Spawn Entry - Defines what can be spawned
Prefab Collection - Groups multiple prefabs for variation
Spawn Placement Profile - Controls placement behavior and validation
Intensity Profile - Defines pacing and difficulty scaling
Single Player Pool Factory - Default pooling/instantiation system
Core Components
Runtime Spawner - Central execution engine
Spawn Director - Controls pacing and intensity over time
Spawn Hint Point - Optional placement guidance in the scene
Team Component - Identifies faction/team relationships
Core Responsibilities
The Core is responsible for:
Executing Spawns
Processes spawn requests from addons or systems
Selects entries, validates placement, and performs instantiation
Managing Population
Tracks active spawned objects
Enforces alive caps and limits
Handling Placement
Evaluates spawn positions using:
Nav Mesh
Placement profiles
Hint points
Controlling Pacing
Uses the Spawn Director and Intensity Profiles to scale difficulty
Adjusts spawn pressure over time or progression
Managing Object Lifecycle
Delegates creation and reuse to the Object Factory system
Ensures efficient pooling and cleanup
Core Execution Flow
At runtime, the Core processes spawning in a consistent pipeline:
Spawn Request
Triggered by an addon or system
Entry Selection
A Spawn Entry (or collection) is selected
Placement Evaluation
A position is chosen and validated
Hint Points and Placement Profiles may influence the result
Spawn Execution
The Object Factory instantiates or retrieves a pooled object
Tracking
The Runtime Spawner registers and tracks the spawned instance
Core vs Addons
A key concept in 2.0 is the separation between Core and Addons.
Core
Executes spawns
Manages population and lifecycle
Controls pacing via the Spawn Director
Addons
Define when, where, and why things spawn
Examples:
Global Spawner (ambient population)
Local Area (region-based encounters)
Waves (structured spawning)
Spawnpoints (authored placement)
Core = execution engine Addons = gameplay behavior
Typical Setup Flow
A basic setup using Core systems looks like:
Add a Runtime Spawner to the scene
Assign:
Placement Profile
Factory (default or custom)
Optionally add:
Spawn Director + Intensity Profile
Spawn Hint Points in the scene
Add one or more addons to drive spawning behavior
Placement Systems
Core supports multiple placement strategies:
Procedural Placement
Uses Nav Mesh and sampling
Default behavior
Hint-Based Placement
Uses Spawn Hint Points as weighted suggestions
Authored Placement (Addon)
Provided by the Spawnpoints addon
Enables exact placement at predefined locations
Pacing and Intensity
The Spawn Director and Intensity Profile work together to control:
Spawn rates
Population limits
Difficulty progression
This allows scenarios to:
Start calm
Gradually increase pressure
Reach a peak
Recover or reset
Key Design Principles
Separation of Concerns
Core executes
Addons define behavior
Factories handle instantiation
Data-Driven Configuration
Most behavior is defined through assets
Systems can be reused across scenes
Extensibility
Custom factories can replace instantiation logic
Addons can introduce new spawning behavior
Placement systems can be extended
Related Pages
Summary
The Runtime Spawner Core provides the foundation for all spawning systems.
It does not dictate gameplay - instead, it provides:
A consistent execution pipeline
Flexible placement and validation
Scalable population management
Extensible integration points
Everything else - from ambient population to scripted encounters - is built on top of this foundation.
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