What’s new? (Upgrade Guide)

What's new, what's changed

Upgrading from 1.4.x → 1.5.0

Version 1.5.0 introduces full networking support for both Photon Fusion and Photon PUN 2, plus lifecycle controls that make spawners robust in session-based or multiplayer contexts.

It’s fully backward-compatible - no setup changes are required for single-player projects.

What changed

🌐 Networking Integrations (new)

  • Built-in adapters for Photon Fusion 2.0 and Photon PUN 2.

  • New FusionFactoryAsset and PUNFactoryAsset implement IObjectFactory for seamless integration with Runtime Spawner.

🧭 Lifecycle Control (new)

  • RuntimeSpawner API now include:

    • Pause() - temporarily halts all spawn and update activity.

    • Resume() - resumes spawning and timers.

    • End() - performs clean teardown (useful for session transitions or disconnects).

  • Lifecycle calls automatically coordinate with network factories to ensure clean despawns across clients.

📘 Documentation & XML Comments

  • All new public APIs include full XML documentation for IDE IntelliSense.

  • Inspector tooltips and help boxes updated to explain Fusion/PUN setup flow.

Migration steps

  1. Update to 1.5.0

    • The package is backward-compatible; existing non-network projects continue to work normally.

  2. For Photon Fusion users

    • Create a FusionFactoryAsset and assign it to your RuntimeSpawner.

    • Ensure your NetworkRunner uses FusionPoolObjectProvider.

    • Verify the prefab pool includes all spawnable prefabs.

  3. For Photon PUN 2 users

    • Create a PUNFactoryAsset and assign it to your RuntimeSpawner.

    • Confirm your prefabs are registered in PUN’s PhotonNetwork.PrefabPool (automatic if using Resources).

  4. Add Lifecycle Control (optional)

    • Use SpawnDirector.Pause(), Resume(), or End() when transitioning game states (e.g., from lobby → mission, or during pause menus).

    • If using Fusion or PUN, ensure these calls occur on the authoritative instance.

  5. Test

    • In Play Mode, validate that networked spawns replicate correctly across clients.

    • Use the Fusion Bootstrap sample scene to confirm setup.

Notes

  • The 1.5.0 networking layer builds directly on existing factory abstractions - your spawn profiles and entries remain unchanged.

  • Lifecycle controls improve robustness for multiplayer lobbies, mission restarts, and session-based gameplay.

  • All features are opt-in; standalone projects are unaffected.

Troubleshooting

Issue
Possible Cause
Fix

Objects spawn locally but not on other clients

The prefab isn’t registered in Fusion/PUN pools

Check factory asset and prefab registration

Despawns not synchronized

Using Destroy() instead of factory despawn

Always despawn via the RuntimeSpawner or Runner.Despawn()

Scene transitions leave ghost objects

Missing End() call

Call SpawnDirector.End() during teardown or scene unload

FAQ

Do I need to use Photon Fusion or PUN now? No. These are optional adapters; local projects still use the default object factory.

Is this compatible with my existing SpawnProfiles? Yes. The only change is the factory asset reference in your spawner.

Can I mix Fusion and non-networked spawners in the same scene? Yes, but it’s recommended to separate them logically - each spawner should have one active factory type.

Where do I find the sample? There are 2 samples available in the Unity Package Manager.

Samples->Runtime Spawner PUN and Samples->Runtime Spawner Fusion

Each demonstrates host/client startup and object replication setup including a bootstrap / startup class you can use as a starting point as well as basic implementations of network character controller and spawner movement controllers for each networking library.

See their corresponding pages in the manual for more details.

Upgrading from 1.3.x → 1.4.0

Version 1.4.0 adds designer-friendly macro control for local (“tile”) spawns, deterministic global seeding, and editor polish. It’s backward compatible - if you don’t opt in, your 1.3 setups keep working.


What changed

🗺️ Region-scale population control (new)

  • RegionPopulationController (scene component) scales each active LocalAreaSpawner via a step-driven density curve, can enable/disable sparse regions, resolves each region’s spawn list from a global RegionSpawnLibrary, and pre-warms pools.

  • RegionSpawnLibrary (ScriptableObject) defines rule-based SpawnEntry mixes per region using tags, director step ranges, and optional weights. Rules can append or replace a region’s authored list; a fallback list covers “no match” cases.

  • SpawnDirector integration so region density & mixes track your intensity steps automatically.

🎲 Deterministic global seeding (new)

  • RuntimeSpawner now supports a Global Seed with a Use Deterministic Seed toggle.

  • Spawns use a reproducible PCG32 stream derived by a seed router from:

    • Global Seed

    • The SpawnEntry’s stable identity

    • Context hints (e.g., SourceName such as wave/table name, region name)

  • Works across Global, Region, and Wave flows; group sizes/order are stable per seed.

  • API: SetGlobalSeed(int seed) and event RuntimeSpawner.onSeedChanged. (Call before any spawns to lock a run.)

🧩 LocalAreaSpawner runtime knobs (non-destructive)

  • DesiredRangeOverride (min,max) + DensityMult are runtime-only. Region loop honors the override; authored Min/Max remain your baseline.

🔄 Region loop awareness

  • RegionSpawnLoop now respects DesiredRangeOverride if set, else uses the authored Min/Max.

🧰 Editor/Inspector updates

  • New inspectors for RegionPopulationController and RegionSpawnLibrary.

  • LocalAreaSpawner inspector shows runtime overrides/readouts for debugging.

  • Unified package header (Docs / API / Support) in inspectors.


Migration steps

  1. Update to 1.4.0. No breaking changes; existing scenes behave like 1.3 unless you opt in to new features.

  2. (Optional) Enable deterministic runs

    • In RuntimeSpawner, enable Use Deterministic Seed and set Global Seed (Inspector), or

    • Call SetGlobalSeed(yourSeed) from your game’s RNG/bootstrap before StartSpawners(). Tip: listen to RuntimeSpawner.onSeedChanged if you mirror the seed elsewhere.

  3. (Optional) Adopt region-scale control

    • Add RegionPopulationController to your scene and assign RuntimeSpawner.

    • (Optional) Assign SpawnDirector so step changes drive density/mixes automatically.

    • Create a RegionSpawnLibrary (Create → Runtime Spawner → Region Spawn Library) and assign it.

  4. Tag your regions

    • Basic: set a Unity Tag on each LocalAreaSpawner GameObject.

    • Multi-tag tiles: implement RegionPopulationController.IRegionTagProvider on a component to return string[].

  5. Author rules in the RegionSpawnLibrary

    • Use Required (ALL) and Any tag filters, Min/Max Step, and optional Weight by Step.

    • Check Replace Instead of Append for rules that should override a tile’s authored list.

    • Add Fallback Entries to avoid empty tiles when nothing matches.

  6. Tune density

    • In RegionPopulationController, adjust the density curve (x=step 0..1 → multiplier) and the Enable Threshold (regions below this are temporarily unregistered).

  7. Playtest

    • Use the LocalAreaSpawner inspector’s runtime panel to confirm DesiredRangeOverride, Density, and resolved entries.

    • Validate global/region caps and each SpawnEntry.maxPopulation.


Notes

  • Back-compat: Without RegionPopulationController, 1.4 behaves like 1.3 (authored Min/Max & lists).

  • Determinism scope: With the same Global Seed, scene content, and timing, spawn choice/order/grouping are reproducible. External nondeterminism (e.g., physics side-effects, asynchronous NavMesh baking, time-based triggers) can still change outcomes.

  • Procedural tiles: Controller auto-tracks regions as they register/unregister via RuntimeSpawner.


Troubleshooting

  • Tile is silent: Density fell below Enable Threshold → controller unregistered that region. Raise threshold or increase curve at that step.

  • New enemy didn’t appear where expected: Check region tags, rule step ranges/weights, and that caps (SpawnEntry.maxPopulation, region/global caps) allow it.

  • Run isn’t deterministic: Ensure Use Deterministic Seed is ON and SetGlobalSeed(...) is called before any spawns; avoid frame-time dependent randomness in your own scripts.


FAQ

Do I have to use the new controller/library? No - opt-in. Existing region setups continue to work.

Will the controller overwrite my authored Min/Max? No. It writes a runtime override; authored values remain your baseline.

What drives “step”? Typically SpawnDirector (intensity profile). If you have your own system, call ApplyStepFromDirector(step, stepsCount) on the controller.

How do I seed the run for reproducible testing? Set Use Deterministic Seed and either set the Global Seed in the inspector or call SetGlobalSeed(seed) during bootstrap (before StartSpawners()).

Can I give a tile multiple semantic tags? Yes - implement IRegionTagProvider on a component and return a string[].

Upgrading from 1.2.x → 1.3.0

Version 1.3.0 introduces two big features and a few quality-of-life updates:

  • NavMesh Placement Policy per Spawn Entry (Require / Prefer / Ignore)

  • Spawn Hints workflow (scene anchors + a settings asset)

  • Inspector polish, new editor menu actions, and clearer debug/warnings

  • Internal: deferred placement queue for “Require” policy, tag-aware wave spawning


What changed

🚦 NavMesh Placement Policy (per Spawn Entry)

  • Require – Only spawn if the position can be projected to the NavMesh now. If not, the request is deferred and retried until success or a retry cap.

  • Prefer (default) – Spawn immediately; if there’s no NavMesh yet, a helper will enable the NavMeshAgent when the mesh appears.

  • Ignore – Skip NavMesh projection entirely (useful for non-NavMesh actors, flying units, FX).

Spawn Hints system

  • EnemySpawnHintPoint (component): place these in the scene to steer where units appear.

    • Per-hint rules: minPlayerDist, maxPlayerDist, denyLineOfSight, requireNavMesh, optional overrideAreaMask, tags.

  • SpawnHintSettings (ScriptableObject): global knobs for search radius, LOS mask, reservation cooldown, etc.

    • Includes Hint-Only mode (skip fallback sampling when no hint qualifies).

    • Includes Ignore Global Min Distance (let close-range hints be used even if spawner’s global min is large).

  • Integrated across Global, Region, and Wave flows.

  • WaveSpawnPoint → Anchor Tags: tags can bias hints (e.g., “Flank”, “Ambush”) during waves.

Editor/Inspector improvements

  • Runtime Spawner inspector: Spawn Hints section with Create & auto-assign settings.

  • SpawnHintSettings inspector: presets, utilities, and warnings.

  • WaveSpawnPoint inspector: simple range + anchor tags UI.

  • Menu:

    • GameObject/Runtime Spawner/Create Wave Spawn Point

    • GameObject/Runtime Spawner/Add Spawn Hint (drops a hint under current selection).


Migration steps

  1. Update the package to 1.3.0.

  2. Update the Runtime Spawner Samples (from Package Manager)

  3. Review your Spawn Entries

    • Open each SpawnEntry and set Placement Policy:

      • Most existing setups should use Prefer (matches prior behavior).

      • If you need deterministic “only on NavMesh” placement at time of spawn, choose Require.

      • If the prefab doesn’t use a NavMeshAgent, choose Ignore.

    • If using Require, optionally set Max Deferred Retries.

  4. (Optional) Adopt Spawn Hints

    • In Runtime Spawner: enable Use Spawn Hints and assign a SpawnHintSettings asset (create from the button if needed).

    • Place a few EnemySpawnHintPoint per tile / encounter space (menu: Add Spawn Hint).

    • For waves, add WaveSpawnPoint children under your WaveTrigger and fill Anchor Tags to bias hint selection.

  5. Check distances

    • Make sure spawner Min Spawn Range doesn’t conflict with your hint distances.

    • If you want very close hints, enable Ignore Global Min Range in SpawnHintSettings.

  6. Test

    • Enable Debug Logs (settings) while tuning.

    • Watch for messages like:

      • “HintOnly: no hint → refusing … spawn.”

      • “No suitable hint found; falling back to sampler.” (off in Hint-Only)

      • Min/max distance conflict warnings.


Notes

  • Performance: Spawn hints use a spatial registry (cell size in settings). Smaller cells = tighter queries but more buckets.

  • Reservation: After a hint is used, it’s soft-reserved for a short cooldown to avoid dog-piling.

  • Deferred queue: With Require, spawns that can’t yet snap to the NavMesh are retried with backoff (configurable retry cap).

  • Waves + Tags: If a WaveSpawnPoint provides tags, matching hints are preferred first.


Before & After

Before (≤1.2.x)

  • All spawns tried to land on the NavMesh; timing quirks sometimes left agents disabled/inactive until mesh appeared.

  • No concept of authored “good spots” - global/region sampling only.

Now (1.3.0+)

  • Clear Require / Prefer / Ignore placement contracts per entry.

  • Author intent with Spawn Hints; optionally Hint-Only to prevent uncontrolled spawns.

  • Wave flows can target hint tags via WaveSpawnPoint anchor tags.


Troubleshooting

  • Nothing spawns with Hint-Only Likely no hint qualifies. Check:

    • Player distance vs. minPlayerDist / maxPlayerDist

    • denyLineOfSight vs. your LOS Block Mask

    • requireNavMesh + NavMesh Sample Max Dist too small

    • Global Min Spawn Range > your hint distances (enable Ignore Global Min Range if needed)

  • Agents never enable with Require Ensure your NavMesh is present/updated at runtime, increase Max Deferred Retries, and verify Area Mask (hint or spawner) includes baked areas.

  • Hints are used too often in one spot Increase Reservation Seconds in SpawnHintSettings.


FAQ

Q: Do I need Spawn Hints? No. They’re optional. Use them where placement really matters (flanks, ambushes), keep sampler fallback for the rest - or enable Hint-Only for fully curated placement.

Q: What does “Prefer scoped first” mean? Hints inside the immediate scope (e.g., wave range or region bounds) are preferred before searching the broader/global radius.

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