This guide covers upgrading Runtime Spawner from 1.x to 2.0.0.
Runtime Spawner 2.0 is a full architectural rewrite.
Unlike previous updates (e.g. 1.5 → 1.6 ), this version introduces:
A modular package structure
A completely new spawning pipeline
A new Object Factory system
A unified networking abstraction layer
A replacement for authored spawning via the Spawnpoints Addon
As a result:
There is no direct in-place upgrade path from 1.x to 2.0.0.
Breaking Change Overview
1. Package & Assembly Structure
1.x
Tight coupling between systems
Networking embedded directly into implementations
2.0
Multiple packages:
Addons (Global, Local Area, Waves, Spawnpoints)
Networking (Core + PUN + Fusion)
Clean separation of responsibilities
Impact
Existing assembly references will break
Namespaces and types have moved or been replaced
2. Spawning Architecture
1.x
Spawning logic tied directly to components
Implicit prefab discovery and execution
2.0
New extension interfaces:
IRuntimeSpawnerPrefabSource
Impact
Custom spawning logic must be rewritten against the new interfaces
3. Object Instantiation (Factories)
1.x
Direct instantiation (or networking-specific paths)
2.0
All spawning goes through:
Impact
Any custom spawn logic or overrides must be migrated to the factory system
4. Networking Integration
1.x
PUN / Fusion handled via direct integrations
Prefabs often required Resources or manual setup
2.0
Shared networking abstraction layer:
Centralized prefab registration system
Impact
Networking setup must be reconfigured
Old prefab registration workflows will not function
5. Authored Spawning → Spawnpoints
1.x
“Authored Spawns” / scenario-style setups
2.0
Replaced with Spawnpoints Addon:
Impact
Existing authored spawn setups must be rebuilt using SpawnPoints
6. Addon Structure
1.x
Systems like Waves / Local Area tightly integrated
2.0
Addons are independent modules:
Impact
Scene setups must be reconfigured using addon components
Recommended Upgrade Approach
Option A - Fresh Migration (Recommended)
Install Runtime Spawner 2.0 packages
Open the Setup Window and install sample scenes
Recreate your setup using:
Addons (Global, Local Area, Waves, Spawnpoints)
Reconfigure:
Networking setup (if applicable)
This approach ensures:
Full benefit of new systems
Option B - Hybrid Migration (Advanced Teams Only)
If you have a large project:
Keep your 1.x system running
Introduce 2.0 in parallel
Gradually migrate:
One system at a time (e.g., Waves → Spawnpoints)
Remove 1.x once fully replaced
Note: This requires careful namespace and assembly isolation.
What Can Be Reused
While most systems must be rebuilt, you can still reuse:
Spawn entry data (spawn entries)
High-level spawn logic/design
Mission / gameplay structure
What Must Be Rebuilt
Any direct API integrations
Key Mindset Shift
Runtime Spawner 2.0 is not just an update - it’s a transition to:
If your project is:
Early / Mid Development
→ Upgrade immediately to 2.0
Late / Near Ship
→ Stay on 1.x unless you need 2.0 features
Review the included sample scenes
Start with the Core sample