A fully modular, data-driven spawn system for Unity. Configure spawn frequency, method, conditions, and post-processing — all without writing a single line of code.One asset. Every spawn case.All-In-One Spawn System is a modular, data-driven spawn framework for Unity. Configure everything through ScriptableObject assets — no code required for most setups — and extend freely through clean interfaces.🪟Editor & WorkflowConfigure and preview everything without leaving the Editor.All configuration lives in ScriptableObject assets — shareable, versionable, inspector-friendlyGizmo visualization for spawn areas, conditions, and distances directly in the Scene viewFully modular — mix and match any frequency, conditions, and post-processes per SpawnData assetExtend with custom methods, conditions, frequencies, and post-processes via base classes and interfaces🏊Object PoolingBuilt-in pooling keeps performance smooth at any spawn volume.Automatic pool creation — no manual setup requiredPrefab-based or key-based pooling with custom factory supportPrewarm supportPoolable component handles returning objects to the pool automaticallyPool persists across scene loads (DontDestroyOnLoad) — safe for additive multi-scene setups🎮Spawn MethodsControl where objects spawn.All methods support ground snapping (raycast-based) and obstacle avoidance.Position — fixed offset from the originRandom Area — random point inside a sphere, box, square, or circle (supports inner ratio for donut shapes)Cluster — multiple objects in a formation with the same shape options📅Spawn FrequenciesControl when objects spawn.One-Shot — spawns once and stopsInterval — fixed time between spawnsRandom Interval — randomized interval between a min and maxChain — triggered by another Spawner's successful spawn✅Spawn ConditionsControl whether objects spawn.Active Count — caps concurrent active spawnsChance — random probability per attemptDistance — range check against a tagged targetNavMesh Distance — walkable path distance via NavMeshTrigger Volume — physics overlap check (sphere, box, capsule) with tag/layer filterVisibility — spawns when position is visible or hidden from camera (FOV + occlusion)Light Level — evaluates environmental lighting via directional light angle, light probes, or bothComponent Field — reads any float, int, or bool field on a component and compares itParameter — checks global float/bool parameters via SpawnParameterManagerTerrain Layer — Restricts spawning to specific terrain texture layers, with per-layer blend weight thresholds📈Post ProcessesRun logic immediately after a successful spawn.Children — spawns additional child objects, optionally attached to the parentAnimator — sets a Trigger, Bool, Int, or Float parameter on the spawned object's AnimatorPhysics — applies a force (Impulse, Force, Velocity Change, Acceleration) in world, local, random horizontal, or away-from-origin directionSpawn Callback — invokes ISpawnCallback.OnSpawned() on the spawned object, with optional delay💡RequirementsUnity 2022.3 or laterNavMesh package required only if using NavMesh Distance ConditionOptional: Unity Addressables support (activate the included Addressables~ folder)This package requires Unity 2022.3 LTS or later and is compatible with Built-in, URP, and HDRP render pipelines. Both Mono and IL2CPP scripting backends are supported with no additional dependencies.The system is built on a fully data-driven ScriptableObject architecture, organized across three namespaces: Core for base classes and data containers, Runtime for all gameplay modules, and Editor for custom inspectors and editor tooling. All modules are designed to be extended — custom Frequency, Method, Condition, and Post Process types can be added by inheriting from the provided abstract base classes.Object pooling is handled by a built-in pool manager using UnityEngine.Pool, with prewarm support for zero-allocation spawning at runtime. The package ships with 4 Frequency types, 4 Spawn Method types, 5 Condition types, and 5 Post Process types out of the box, along with custom inspectors for every module.




