Runtime Spawner
Megacrush Interactive
$50.00
(no ratings)
Date |
Price |
---|---|
Date |
Price($) |
04/10(2024) |
50.0 |
04/10(2024) |
35.0 |
04/24(2024) |
50.0 |
11/25(2024) |
50.0 |
Jump AssetStore
Generic Runtime spawn and instance pooling system for spawning random AI agents around a map. Works with ANY AI system easily.Sample content has been created with built-in 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.Tired of hand placing your enemies? Want to add some procedural variety to your crowds? The Runtime Spawner can be used to automate the placement of thousands of enemies in your game worlds.Additionally, managing large numbers of animated characters and instancing game objects is very taxing on your game's performance. Runtime Spawner also includes a built in Object Pooling system to automatically handle pooling of your characters!Define any number of custom regions within your world, each with their own custom spawn rules and agents, creating custom biomes, spawn frequency and variation for your game.Designed specifically for large scenes and open world games, the Runtime Spawner seamlessly integrates with any AI system, and is not dependent on any other internal Unity systems (Terrain, pathfinding or otherwise). Use whatever AI system, build your worlds however you would like, and Runtime Spawner can handle the placement and spawning of your AI!Includes:Global Spawning (anywhere on a navmesh)Area Spawning (custom biomes)Wave Spawning (trigger horde waves)Wave Triggering (triggers that automatically trigger waves)Custom wave spawnpoint locations (when waves are triggered, control placement of their spawnpoints)Timed 'return instance to pool' componentCulling (automatic management of instances near the player)Fully documented C# API, robust inspectorsMuch more!Online DocumentationThe most up to date version of the documentation is online here:User Manual: https://megacrush.gitbook.io/runtime-spawner-user-manualAPI Documentation: https://www.megacrush.app/api/runtime-spawnerFeedback / Get in touchFor support, please email support@megacrush.app or visit our website at https://www.megacrush.app/supportYou can also get in touch:on Discord: https://discord.com/invite/kvsMqeFS7Yor Twitter: https://www.twitter.com/megacrushincNote: Runtime Spawner only handles spawning logic and object pooling, it is not dependent on any AI behaviour or Navigation system and as such, can be used with any existing (or custom) implementations, for example:Navmesh:Unity NavmeshA* PathfindingAI BehaviourBlaze AIEmerald AIBehaviour DesignerYour custom AI behaviouretcGlobal & Biome (region) and Wave based spawningGlobal spawning system within range of the playerRegional (location based) spawningWave spawning - tower defense / horde style spawningObject Pooling & CullingAutomatically pools all spawned objectsOptional culling beyond a specified range of the camera / playerExample Scenes demonstrating all functionality, including simple example agent behaviour