Runtime Spawner
Runtime Spawner
The Runtime Spawner component is the master controller for the package. It owns the spawning lifecycle and coordinates:
Global spawning (ambient population within world extents)
Region spawning (proximity-based biomes via
LocalAreaSpawner)Wave spawning (encounter tables via
WaveTrigger)Optional systems like Spawn Hints, culling, and pool expansion budgeting
Optional network factory integrations (Fusion / PUN) via the Factory Asset
The inspector is organized into foldouts that match the runtime architecture.
Adding a Runtime Spawner
To add a Runtime Spawner into your scene:
Right-click in the Hierarchy → Runtime Spawner → Runtime Spawner (Full Stack)
This creates a configured GameObject that includes the common companion components (e.g., Spawn Director / Special Encounter Manager depending on your template).
How the Inspector Is Organized
The RuntimeSpawner inspector shows only the features you enable. It is organized into these foldouts:
Global Settings
Global Spawners
Region Spawners (Biomes)
Wave Spawners
Spawn Hints
Debug & Gizmos
Each foldout below maps directly to the inspector UI.

Global Settings
This foldout defines the overall session setup, global limits, factory selection, determinism, and optional internal culling.

Auto Launch on Start
If enabled, the spawner will start automatically on Start().
If disabled, you start the spawner yourself:
Player Object
Reference to the player object used for range checks, culling, and spawn context.
If left empty, the spawner falls back to MainCamera.
At runtime you can assign it:
Player Tag
Optional tag used by helper systems (and some trigger workflows) to identify the player. Default is "Player".
Factory
Controls how objects are spawned and despawned.
If no asset is assigned, the spawner defaults to the built-in Single Player Pool behavior.
Assigning a Factory Asset enables swapping between:
Offline pooled spawning
Fusion spawning (NetworkRunner)
PUN spawning (PhotonNetwork)
Factory Asset
The assigned
ObjectFactoryAsset(or equivalent) that provides the runtime factory implementation.
World Extents
Defines the playable bounds for spawning and debug visualization.
World Extents field controls the size
Show/Hide button toggles the gizmo
Minimum Spawn Range
Minimum distance from the player where spawns may appear.
If Internal Culling is enabled, this should remain less than Cull Distance.
Max Global Population
Hard cap on total alive objects across all spawn flows (global + region + wave + encounters).
Pool Expansion Budget / Frame
Limits how many pooled instances can be instantiated per frame when pools expand at runtime.
Higher budget = faster population catch-up
Lower budget = smoother frame pacing
Deterministic Spawning
Controls reproducibility using a single global seed.
Use Deterministic Seed
Global Seed (+ Randomize / Copy / Apply Now in play mode)
With determinism enabled, spawn placement and counts are reproducible for a given seed (as long as you set it before starting spawns in your bootstrap).
Use Internal Culling
Enables distance-based despawning for spawned objects.
If enabled:
Culling Range (
CullDistance)Culling Check Frequency
Preview button to visualize the culling radius
Spawner Tag
Optional tag to apply to spawned objects.
Global Spawners
Global spawners maintain ambient population anywhere valid within world extents.

Use Global Spawners?
Enables the global spawn loop and shows global spawn configuration.
Create (Spawn Entry)
Creates a new SpawnEntry asset from the inspector.
Global Spawners (List)
List of SpawnEntry assets used for global spawning.
Restrict to Navmesh Areas
Optional list of NavMesh area names that global placement is allowed to use.
Layer Mask
Restricts spawn placement to specific scene layers.
Min / Max Global Object Count
Population window for global spawning. The spawner maintains population between these values unless overridden by Max Global Population.
Region Spawners (Biomes)
Region spawners maintain population in authored volumes while the player is nearby.

Use Region Spawners (Biomes)?
Enables region spawning support.
Init
Finds region spawners and registers them. (Per your current inspector wording, this is presented as “Find & Init Local Area Spawners”.)
Spawn Regions (List)
List of LocalAreaSpawner components used as region volumes.
Create New Region (Child)
Creates a new LocalAreaSpawner child object and assigns it into the list.
Show / Hide
Toggles visualization for region spawn volumes.
Wave Spawners
Wave spawners drive scripted encounters via triggers.

Use Wave Spawners?
Enables wave spawning support.
Wave Spawner Configs (List)
List of wave configurations used by triggers (depending on your asset/workflow).
Wave Triggers (List)
List of WaveTrigger components used to activate wave sequences.
Create New Wave Trigger (Child)
Creates a child GameObject with a WaveTrigger and assigns it into the list.
Show / Hide
Toggles visualization for wave triggers.
Spawn Hints
Spawn Hints allow designers to steer placement using authored hint points before falling back to sampling.

Use Spawn Hints
If enabled, spawns prefer SpawnHintPoint locations (based on your SpawnHintSettings).
Hint Settings
Reference to a SpawnHintSettings asset controlling:
search radius
reservation rules
LOS rules (denyLineOfSight, etc.)
player distance constraints
Create Spawn Hint Settings
Creates and assigns a SpawnHintSettings asset if one is missing.
Debug & Gizmos
This foldout focuses on visualization, logging, and runtime playmode controls.

Gizmo Visualization
World Extents Gizmo
Toggles world bounds drawing.
Region Spawn Volumes
Toggles LocalAreaSpawner volume gizmos.
Wave Trigger Volumes
Toggles WaveTrigger volume gizmos.
Logging
Log Entries to the Console
Logs spawner activity to the Unity console.
Runtime Controls (Play Mode Only)
Start (Start enabled spawn loops)
Pause / Resume
Stop (stop loops, keep objects unless despawn is requested)
Also displays a simple state line (Not Initialized / Running / Paused).
Playmode Stats (Play Mode Only)
Displays:
Global population
Region count
SpawnedObjects list (read-only)
Fundamentals
RuntimeSpawner is the main entry point that coordinates all spawn flows and enforces global population limits.
It also provides:
pooling / lifecycle bridge through the Factory system
optional internal culling
optional hint-based placement
API methods for driving and tuning spawn behavior
Typical Usage
Start on Host / Authority
In multiplayer, the authoritative instance runs the spawner (host/server/master depending on backend).
Assign Player at Runtime
Stop and Clear World
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