
High-performance runtime enemy & NPC spawner with built-in object pooling. Perfect for AI crowds, horde modes, survival games, open worlds, or tower defense — works with ANY AI system.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.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, to 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 and a Special Encounter Manager for bosses, rare spawns, and scripted events, you can create the kind of reactive population systems that make your game feel alive.HighlightsWorks 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 Intensity & Encounters for difficulty curves and special encounter spawning (boss / events)Smart Pooling & Culling to keep frame rates stable.Fully documented API & example scenes for quick integration.In a zombie survival game, set up waves that escalate as night falls.In an open-world RPG, define biomes where wolves roam the forest, bandits patrol the roads, and rare bosses spawn deep in the mountains.In a tower defense game, trigger custom enemy waves with precise spawn point control.Part of the Megacrush Open World ToolsetDesigned for scalability, flexibility, and performance in Unity.Online DocumentationThe most up to date version of documentation is online here:User Manual: https://megacrush.gitbook.io/runtime-spawner-user-manualAPI Documentation: https://www.megacrush.app/api/runtime-spawnerVideo tutorials: https://www.youtube.com/watch?v=aGKQzpvY0-c&list=PLYPDHet-Xh0FLfgrrSU9fN0v0pV9bZA0NFeedback / 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 Bluesky: https://bsky.app/profile/megacrush.bsky.socialCore ResponsibilitiesSpawning LogicGlobal Spawning - spawn anywhere within player range.Regional/Biome Spawning - define custom areas with their own rules and agents.Wave Spawning - horde / tower-defense style events with precise spawn point control.*NEW* Spawn DirectorCentralized control of spawn pacing and difficulty.Intensity Profiles for scaling over time (e.g. gradual difficulty ramp or escalating waves).Unified init flow ensures synchronization with player/session start.*NEW* Special Encounter ManagerDefine and trigger rare spawns, scripted events, or boss fights.Flexible trigger conditions (time-based, location-based, or scripted).Integrates cleanly with director flow for coordinated encounters.Object Pooling & CullingAutomatic pooling and reuse of all spawned objects.Optional distance-based culling beyond player/camera range.IntegrationAI-Agnostic - works with any AI or navigation system.Tested with: Unity NavMesh, Blaze AI, Emerald AI, Behavior Designer.Fully compatible with custom AI controllers.Spawner logic is self-containedExamples IncludedGlobal 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 fight triggers).Object pooling & culling demo (performance optimization).Simple example agent implementation.High-performance runtime enemy & NPC spawner with built-in object pooling. Perfect for AI crowds, horde modes, survival games, open worlds, or tower defense — works with ANY AI system.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.
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, to 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 and a Special Encounter Manager for bosses, rare spawns, and scripted events, you can create the kind of reactive population systems that make your game feel alive.
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 Intensity & Encounters for difficulty curves and special encounter spawning (boss / events)
Smart Pooling & Culling to keep frame rates stable.
Fully documented API & example scenes for quick integration.
In a zombie survival game, set up waves that escalate as night falls.
In an open-world RPG, define biomes where wolves roam the forest, bandits patrol the roads, and rare bosses spawn deep in the mountains.
In a tower defense game, trigger custom enemy waves with precise spawn point control.
Part of the Megacrush Open World Toolset
Designed for scalability, flexibility, and performance in Unity.
Online Documentation
The most up to date version of documentation is online here:
User Manual: https://megacrush.gitbook.io/runtime-spawner-user-manual
API Documentation: https://www.megacrush.app/api/runtime-spawner
Video tutorials: https://www.youtube.com/watch?v=aGKQzpvY0-c&list=PLYPDHet-Xh0FLfgrrSU9fN0v0pV9bZA0N
Feedback / Get in touch
For support, please email support@megacrush.app or visit our website at https://www.megacrush.app/support
You can also get in touch:
on Discord: https://discord.com/invite/kvsMqeFS7Y
or Bluesky: https://bsky.app/profile/megacrush.bsky.social
Core Responsibilities
Spawning Logic
Global Spawning - spawn anywhere within player range.
Regional/Biome Spawning - define custom areas with their own rules and agents.
Wave Spawning - horde / tower-defense style events with precise spawn point control.
*NEW* Spawn Director
Centralized control of spawn pacing and difficulty.
Intensity Profiles for scaling over time (e.g. gradual difficulty ramp or escalating waves).
Unified init flow ensures synchronization with player/session start.
*NEW* Special Encounter Manager
Define and trigger rare spawns, scripted events, or boss fights.
Flexible trigger conditions (time-based, location-based, or scripted).
Integrates cleanly with director flow for coordinated encounters.
Object Pooling & Culling
Automatic pooling and reuse of all spawned objects.
Optional distance-based culling beyond player/camera range.
Integration
AI-Agnostic - works with any AI or navigation system.
Tested with: Unity NavMesh, Blaze AI, Emerald AI, Behavior Designer.Fully compatible with custom AI controllers.
Spawner logic is self-contained
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 fight triggers).
Object pooling & culling demo (performance optimization).
Simple example agent implementation.