Getting Started

The Runtime Spawner package provides a flexible, designer-friendly system for spawning enemies, NPCs, and objects at runtime - with built-in support for pooling, progression, and networked integration.


Installing the Package

  1. Open Window → Package Manager.

  2. In the My Assets tab, locate Runtime Spawner and click Install.

  3. Once installed, it will appear under /Packages/com.pixelwizards.runtimespawner.

Note: If this is your first time installing Runtime Spawner, we recommend also importing the Samples to see the package in action.


Installing the Samples

  1. In the Package Manager, select Runtime Spawner.

  2. Open the Samples tab.

  3. Click Import beside:

    • Runtime Spawner Sample

    • (Optional) Runtime Spawner – Fusion Sample

    • (Optional) Runtime Spawner – PUN Sample

This will install them under your project’s /Samples folder.

Each sample demonstrates a different setup:

Sample
Purpose

Runtime Spawner Sample

Basic single-player spawning, waves, and directors.

Fusion Sample

Networked spawning using Photon Fusion (requires Fusion 2.x).

PUN Sample

Networked spawning using Photon PUN 2+.

For full details, see: 👉 Samples Overview


TextMesh Pro Essentials

The demo scenes use a simple TextMeshPro-based UI. If prompted when opening a sample, click Import TMP Essentials.


Understanding the Core System

Runtime Spawner is made up of a few key components:

Core Component
Description

RuntimeSpawner

The main manager — controls spawn logic, queues, and caps.

LocalAreaSpawner

Handles tile- or region-based spawning.

WaveSpawner / WaveTrigger

Controls timed or event-driven waves.

Spawn Entries

Define what can spawn (prefab, tags, weights).

These pieces work together to provide scalable, data-driven spawning. See: 👉 Core Concepts


Object Pool Integration

All spawns are handled via the Object Pool package for maximum performance — avoiding expensive Instantiate() and Destroy() calls at runtime.

  • Pools are created automatically.

  • Returned instances are reused efficiently.

  • Fully compatible with networked factories.

Learn more: 👉 Object Pooling Overview


Next Steps

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