Procedural AI Agent Spawner
Automate the placement of thousands of enemies in your game worlds with this runtime spawner, perfect for large scenes and open world games.

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- Category:
- Tools › Behavior-ai
- Developer:
- Megacrush Interactive
- Price:
- $50
- Favorites:
- 24
- Supported Unity Versions:
- 2022.3.21 or higher
- Current Version:
- 1.1.0
- Download Size:
- 5.20 MB
- Last Update:
- May 2, 2025
- Description:
- The Runtime Spawner is a powerful tool for automating the placement of enemies in your game worlds. It allows you to define custom regions within your world, each with their own spawn rules and agents, creating custom biomes, spawn frequency, and variation. The system seamlessly integrates with any AI system and is not dependent on any internal Unity systems. It also includes a built-in Object Pooling system to handle pooling of characters and reduce performance issues.
The Runtime Spawner offers a range of features, including:
* Global Spawning
* Area Spawning (custom biomes)
* Wave Spawning (trigger horde waves)
* Wave Triggering (triggers that automatically trigger waves)
* Custom wave spawnpoint locations
* Timed 'return instance to pool' component
* Culling (automatic management of instances near the player)
The system is fully documented with a C# API and robust inspectors, making it easy to use and customize. It's part of the Megacrush 'Open World' toolset in development. - Technical Details:
- The Runtime Spawner only handles spawning logic and object pooling, and is not dependent on any AI behaviour or Navigation system. It can be used with any existing or custom implementations, including:
* Navmesh: Unity Navmesh, A* Pathfinding
* AI Behaviour: Blaze AI, Emerald AI, Behaviour Designer, custom AI behaviour, etc.
* Global & Biome (region) and Wave based spawning: Global spawning system within range of the player, Regional (location based) spawning, Wave spawning - tower defense / horde style spawning
* Object Pooling & Culling: Automatically pools all spawned objects, Optional culling beyond a specified range of the camera / player
Example scenes demonstrating all functionality, including simple example agent behaviour are provided. - Continue »