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Package details
- Latest version
- 1.6.1
- Last updated
- First released
- Unity version
- 2022.3.62 or later
- Package size
- 7.2 MB
- Files
- 265
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- 43
- Views in the past week
- 8
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Keywords
Runtime Spawner
High-performance runtime spawner with pooling, wave control, and optional Photon Fusion + PUN2 networking for synced AI and NPC spawning.
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Last 6 months
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Runtime Spawner screenshot 1
About this asset
Build dynamic worlds without hand-placing enemies.
Runtime Spawner is a high-performance runtime enemy/NPC spawner and object pooling system that makes your levels feel alive. Populate open worlds, survival maps, or horde arenas with AI agents, crowds, or props — all driven by smart spawning logic and blazing-fast pooling.
From open-world RPGs with biome-based encounters to zombie survival shooters with escalating horde waves or tower defense games with precisely timed attacks, Runtime Spawner gives you the building blocks to scale your gameplay.
Now featuring a Spawn Director for difficulty pacing, a Special Encounter Manager for bosses, rare spawns, and scripted events, and optional Photon Fusion 2.0 and PUN 2+ integrations for synchronized multiplayer spawning.
Version 1.4.0 introduced deterministic seeding, improved inspector tooling, and runtime diagnostics for reproducible, debuggable worlds.
Version 1.5.0 adds networking adapters, lifecycle control APIs (Pause, Resume, End), and extended XML documentation — ideal for co-op and live session titles.
Highlights
- Works with any AI system (Unity NavMesh, Blaze AI, Emerald AI, Behavior Designer, or your own).
- Global, Regional, and Wave Spawning for flexible placement control.
- NEW: Director-driven difficulty & special encounter systems.
- NEW: Deterministic seeding for reproducible spawn layouts.
- NEW: Photon Fusion + PUN 2 adapters for multiplayer spawning.
- Smart pooling & culling keep frame rates stable.
- Fully documented API, samples, and example scenes.
Example Uses
- In a zombie survival game, set up escalating night waves.
- In an RPG, define biomes for roaming wildlife and rare bosses.
- In a tower defense game, trigger custom waves with precise spawn points.
Part of the Megacrush Open World Toolset
Designed for scalability, flexibility, and performance in Unity.
Documentation & Support
User Manual: https://megacrush.gitbook.io/runtime-spawner-user-manual
API: https://www.megacrush.app/api/runtime-spawner
Videos: https://www.youtube.com/watch?v=aGKQzpvY0-c&list=PLYPDHet-Xh0FLfgrrSU9fN0v0pV9bZA0N
Support: [email protected]
From the publisher's Asset Store listing.
Technical details
Core Responsibilities
- Dynamic Spawning Logic – drive ambient, regional, or wave-based spawns in real time.
- Performance-Focused Pooling – reuse objects efficiently, minimizing runtime allocations.
- Director & Encounter Systems – control pacing, difficulty, and scripted events dynamically.
- Multiplayer-Ready Integrations – optional Photon Fusion 2.0 and PUN 2+ adapters for synchronized spawning.
Spawning Logic
- Global Spawning – populate anywhere within player range or global search bounds.
- Regional / Biome Spawning – define zones with unique agents, densities, and rules.
- Wave Spawning – create horde or tower-defense style encounters with precise point control.
NEW Spawn Director
- Centralized control of spawn pacing and difficulty intensity.
- Uses Intensity Profiles for dynamic scaling (gradual ramps, escalating waves, or adaptive challenge).
- Unified init and lifecycle flow (Begin, Pause, Resume, End) for synchronization with player sessions and network runners.
NEW Special Encounter Manager
- Define and trigger rare spawns, boss fights, or scripted world events.
- Flexible trigger conditions: time, location, player progress, or scripted callbacks.
- Integrates seamlessly with the Director for coordinated world pacing.
NEW Networking Integrations (1.5.0)
- Photon Fusion 2.0 and PUN 2+ adapters implement IObjectFactory for synchronized network spawning.
- Includes FusionPoolObjectProvider for shared pooling between host and clients.
- Example Fusion bootstrap scene for quick setup.
Object Pooling & Culling
- Automatic pooling and reuse of spawned entities.
- Distance-based culling for off-screen optimization.
- Works with any AI system, makes zero assumptions about the AI Behaviours themselves (examples included).
Integration
- AI-Agnostic: Compatible with Unity NavMesh, Blaze AI, Emerald AI, Behavior Designer, or custom controllers.
- Self-Contained Logic: Spawner and pool systems require no external dependencies.
Examples Included
- Global spawner demo (ambient roaming).
- Regional biome demo (zone-based variation).
- Wave spawning demo (horde / tower defense).
- NEW: Director intensity demo (dynamic pacing & difficulty).
- NEW: Special encounter demo (rare spawns & boss fights).
- NEW: Photon Fusion and PUN 2 multiplayer demos.
- Object pooling & culling demo (performance optimization).
- Example agent scripts and setup prefabs.
Compatibility
| Unity version | Built-in | URP | HDRP | Custom |
|---|---|---|---|---|
| 2022.3.62f2 | Compatible | Compatible | Compatible | Compatible |
Sample content has been created with the URP render pipeline. You can use the respective material converters to migrate to any render pipeline. The Runtime Spawner package has no dependency on any render pipeline functionality, and works perfect with all of them. Check the User Manual for more information and instructions on converting between the different render pipelines.
As listed on the Asset Store.