OmniSpawn System View on Asset Store (opens in new tab)

Package details

Latest version
1.2.0
Last updated
First released
Unity version
6000.0.50 or later
Package size
68.1 MB
Files
78
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OmniSpawn System

by Noocturnal Games Studio (opens in new tab)

1 rating, too few to average

The ultimate wave and arena spawning system for 2D & 3D. Features a dedicated Control Center, pluggable tactical strategies, Timeline integration, and Async Prewarm for zero lag.

Price $15.00

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Price history

Last 6 months

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Price history for OmniSpawn System, 6 months Current $15.00; lowest $15.00; highest $15.00 in this period. $0 $10 $20 Jun Jul Aug Sep Oct Nov

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OmniSpawn System screenshot 1

OmniSpawn System screenshot 1

About this asset

🚀 HUGE v1.2 UPDATE: Introducing Arena SpawnZones, Native Timeline Integration, Heatmap Visualizer, and Async Prewarm!

Are you still writing Instantiate() and manual coroutines for your enemies?

Stop reinventing the wheel and elevate your game's quality with OmniSpawn, the professional, data-driven solution for managing spawns, waves, and entities in Unity.

Designed from the ground up to be Agnostic (Hybrid), OmniSpawn works perfectly in both 2D (XY) prototypes and 3D (XZ) productions with a single click. Whether you are creating a frenetic Bullet Hell, a tactical FPS, or a Survival Horror, OmniSpawn gives you absolute control over your game's pacing and spatial logic.

✨ Key Features

⚔️ [NEW] SpawnZones (Arena System)

Create localized encounters with ease. Drop a SpawnZone trigger in a room to awaken a local SpawnManager when the player enters. Create "Doom-style" lock-ins, and apply local strategy overrides to completely change the combat dynamic from room to room.

🎬 [NEW] Native Timeline & Cinemachine Integration

Direct your waves like a movie! Use the custom OmniSpawn Track in Unity Timeline to trigger waves, stop spawners, and sync enemy appearances perfectly with scripted narrative events, music drops, or camera movements.

🗺️ [NEW] Heatmap Visualizer

Stop guessing where enemies will spawn. Our new visualizer paints your Scene View with probability gradients based on your selected tactical strategy. Instantly detect blind spots, overcrowded areas, and balance your level design before even hitting play.

🎛️ OmniSpawn Control Center

Stop searching for files in your Project Browser. Manage your entire spawning ecosystem from a single, professional docked Editor window. Create, rename, and edit Wave Profiles, Strategies, and Global Configurations instantly.

🧠 Pluggable Tactical Strategies

Spawning is no longer just random. Assign modular spatial behaviors to your waves using a smart dropdown menu. Includes built-in strategies:

  • Flanking: Spawns enemies in the player's blind spots or behind their back.
  • Cluster (Swarm): Picks a random "nest" and concentrates the entire wave around it.
  • Off-Screen Ambush: Strictly filters out camera-visible points and prioritizes dark corners.
  • Nearest / Farthest: Constant pressure or edge-of-map grouping. (Or easily code your own by inheriting from our Strategy base class!)

📍 Spatial Intelligence & NavMesh

No more enemies spawning inside walls, floating in the void, or getting stuck in closed rooms.

  • Per-Item NavMesh Validation: Tell the system if an enemy requires a valid, unbroken walking path to the player before spawning (easily disabled for static props like chests or flying drones).
  • Logical Frustum Culling: Prevents enemies from "popping-in" right in front of the camera.
  • Physics Validation: Adaptive environment checking (Physics & Physics2D).

⚡ AAA Performance & [NEW] Async Prewarm

Robust Object Pooling system included. Zero memory allocation (Garbage Collection) during combat. Now featuring Async Prewarm: load hundreds of enemies gradually over multiple frames in the background, completely eliminating scene-start freezes and lag spikes.

🌊 Advanced Wave Pacing

Design your game flow using pure data (ScriptableObjects):

  • Game Modes: Survival (Time-based), Elimination (Kill them all), or Mixed.
  • Pacing Curves: Use Animation Curves to modulate intensity (e.g., start slow and accelerate spawn rates at the end of the wave).
  • Composition: Mix different prefabs (enemies, traps, items) with custom probabilities (Weights).

🛠️ Technical Details

  • Clean Architecture: Event-driven API (Play(), Pause(), Stop()) ready to hook into your GameManager.
  • Smart UX: Custom Property Drawers and auto-registering Spawn Points.
  • Quick Setup: Get it running in less than 5 minutes. No coding required.
  • Dependencies: None. Works "Out of the box" in Built-in, URP, and HDRP.
  • Documentation: Comprehensive PDF manual and heavily commented C# code.

🚀 Turn your spawning system into a tactical level design tool today with OmniSpawn!

From the publisher's Asset Store listing.

Technical details

  • Clean Code: Architecture based on Events and SOLID principles.
  • Extensible: Full C# API to control the spawner from your GameManager (Play(), Pause(), etc.).
  • Quick Setup: Get it running in less than 1 minute. Drag and drop.
  • Documentation: Comprehensive PDF included.
  • Dependencies: None. Works "Out of the box".

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.0.50f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.