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OpenWorld Spawner
A Dynamic Procedural AI Spawning System.Capable of filling a world with AI during runtime to make your world seem jam-packed with life,but keeping performance optimized. Keeping a global population at a user defined limit. A few dozen AI will now feel like millions. Ideal for any survival game, RPG or anytype of Open world game
Capabilities
Unity Terrains, and/or Any collider (Texture splatmap rules require Unity terrains) Collision And Angle Detection Supports Unity NavMesh Able to Define Biomes and Specfic Areas for Camps or Bases ect. Customizable Spawn Frequencys. Unlimited Number of AI types, Biomes, Spawn Areas Works with Endless and infinite terrains by default
Supports
Works with Any Charactor Controller such as Ultimate Character Controller and Invector. Works with Terrain Assets such as Gaia,Map Magic, TerraWorld Works with CTS if CTS doesnt strip textures. Works with partial support for Digger,DiggerPro Works with Any AI system that supports AI spawning. Simple Intergrations with most sky/weather system, such as EnviroSky
Key Features
Seperated AI lists for Day/Night Systems Intellegent Dynamic Pooling System Unlimited Spawn Areas containing their own conditions, for extreme flexibility Helpful Gizmos created to help visualize spawn radiuses and spawn areas. Endless game play areas supported by default Multiple Conditions, able to mix and match conditions for each individual spawn. Pooling System Able to call Unity Events to the Created AI on spawning and/or on the created AI reaching the despawn radius Texture splatmap spawning rule True Probability Odds used for each AI, Customizable Unlimited Spawn Areas, Unlimted Biomes Individual AI population caps Global Population Caps
How It Works
You define Scriptable Objects for AI Adjust the rules you want that AI to use such as; Use splatmap, use pooling, use unity events, probability odds, population limit Tell the System, what the player is, set spawning frequencies, and radiuses. the system will scan the area around the player, but limited to the ranges defined. It chooses a location, finds the navmesh, checks to see if the location is inside a spawn area then chooses a list of AI using day or night, runs probability on it then Creates the AI, using either pooling or non pooling methods.
A few dozen AI will feel like millions. Ideal for any survival game, RPG or anytype of Open world game
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