Complete spawning & wave management for Game Creator 2. Tower Defense, Roguelike, Resource systems. Object pooling, Visual Scripting, UI components included.SWS — Spawn & Wave System is a complete spawning and wave management solution designed exclusively for Game Creator 2. Build Tower Defense games, Roguelike survival arenas, resource gathering systems, and more — all through Visual Scripting with no coding required.Example Use-Case of Spawn & Waves System:Your enemies already use GC2 Stats for health. Your combat system deals damage through GC2 Actions. SWS connects the dots.Add SpawnedEntityTracker to your prefab — that's it. SWS automatically detects GC2 Stats, tracks health changes, and fires events when entities are defeated. No manual wiring. No custom scripts. Enemy spawns → Takes damage → Health reaches zero → Wave updates → Next wave triggersThe entire flow works out of the box because SWS was built specifically for how GC2 games work. Not adapted. Not ported. Built for GC2 from day one.----------------------------------------------------------------------------------Full Online Documentation: Website----------------------------------------------------------------------------------Spawn & Wave System directs enemy waves for Game Creator 2: pooled spawning, wave sequencing, paths, resources — and now boss fights, loot and per-attribute difficulty scaling.Core:`SpawnManager` with pooling and batching`WaveDefinition`/`WaveSequence` ans `WaveController` with 4 timing modes, 6 end conditions and 3 sequence modes`SpawnPath`/`PathFollower` for patrol or approach routesResource/harvest subsystem5 UI prefabs including a new Boss Health BarWave Manager monitor windowGC2 integration: 20 Instructions, 12 Conditions and 13 Events (added this cycle: On Boss Spawned, On Loot Rolled).New this cycle:Spawn shapes — Point (unchanged default), Circle, Box and Sphere — with optional NavMesh position validationPer-attribute Stat Overrides on SpawnProfile and WaveDefinition (percentage-based), replacing the single `StatMultiplier` field, which is confirmed to have never had any effect and is now documented as inertA core loot/drop table with an On Loot Rolled event (an Inventory bridge was designed but is not built in this release — treat loot as core-only for now)`SpawnRemember` save/loadSurvivor handling on wave end (KeepAlive is the default and matches existing behaviour. Despawn and CarryOver are new options)Distance despawn now wired to the previously dead `DefeatReason.OutOfBounds`Boss waves (`isBossWave` + `bossProfile`) with a real Boss Health Bar prefab;Companion-exclusion filter for `SimpleEnemyChaser`Fixed: `DefeatAll`/`DefeatAllFromWave` (Despawn All, Abort Wave, Reset Sequence, and the Wave Manager's Defeat All button) now report `DefeatReason.Manual` instead of `Despawn` — only noticeable if your project branches logic on the defeat reason.Works with: Game Creator 2 (Core) and Game Creator 2 Stats — both required.Examples: install via common Game Creator → Install…Requirements:Unity 2022.3 LTS or newerGame Creator 2 Core (required)Game Creator 2 Stats Module (optional, recommended)TextMesh Pro (included in Unity)Package Contents:Full C# source code14 GC2 Instructions, 12 Conditions, 12 Events4 UI Components, 10+ Helper Components3 Test Scene GeneratorsComplete documentationAI has been used during the development progress to create test classes, improve code quality and reducing redundant tasks. Also as part of the marketing and image generation process.




