Spawn & Wave System

v1.0.0

Support

Frequently asked questions, changelog, and contact information.

Frequently Asked Questions

Does SWS require Game Creator 2?

Yes, GC2 Core is required. The Stats module is optional but recommended for health tracking.

Can I use SWS without coding?

Absolutely! All functionality is accessible through Visual Scripting. There are 14 Instructions, 12 Conditions, and 12 Events available.

How do I make enemies follow a path?

Add a PathFollower component to your enemy prefab and reference a PathAnchor at spawn time using the 'Set Entity Path' instruction or SpawnPoint's Path reference.

Can waves have multiple enemy types?

Yes! Add multiple SpawnAllocations to your WaveDefinition. Each allocation specifies a SpawnProfile and count.

How do I make endless waves get harder?

Use Endless mode in your WaveSequence and enable 'Scale On Loop'. Configure the Spawn Multiplier (more enemies) and Stat Multiplier (stronger enemies) for each loop.

Does SWS support multiplayer?

SWS handles local spawning. For multiplayer, sync spawn requests through your network layer. The SpawnManager exposes events you can hook into for network synchronization.

Can I spawn without waves?

Yes! Use SpawnManager.Spawn() directly via code, or use the 'Spawn From Profile' instruction. Waves are optional.

How do I limit how many enemies exist at once?

Configure 'Max Active Entities' in SpawnManagerSettings. The spawn queue will pause when this limit is reached.

Why aren't my pooled objects being reused?

Ensure 'Use Pooling' is enabled on the SpawnProfile. Also make sure entities are being despawned via SpawnedEntityTracker.Despawn() rather than directly destroyed.

Can I have branching paths?

Yes! PathAnchors support multiple 'Next Anchors' with selection modes: First, Random, or Weighted for probability-based branching.

How do I integrate with GC2 Stats for health?

Add SpawnedEntityTracker to your prefab, enable 'Use Stats Health', and specify the Health attribute name. Entities will automatically be marked defeated when health reaches 0.

Where are the Scene Generators?

Tools → Spawn Wave System → Generate Test Scenes. Options include Tower Defense, Roguelike, and Resource Respawn scenes.

Changelog

v1.0.02025-02-11Initial Release

Core Spawning System

  • SpawnManager — Central singleton with priority queue
  • SpawnPool — High-performance object pooling
  • EntityRegistry — Entity tracking with status and wave index
  • SpawnProfile — ScriptableObject for prefab configuration
  • SpawnPoint — Configurable spawn locations
  • SpawnedEntityTracker — Entity lifecycle management

Wave System

  • WaveController — Orchestration with pause/resume/skip
  • WaveSequence — Single, Loop, Endless modes
  • WaveDefinition — Spawn allocations and timing
  • WaveRuntimeState — Runtime state tracking

Path System

  • PathAnchor — Waypoints with wait times and branching
  • PathFollower — Movement with speed and rotation settings

GC2 Integration

  • 14 Visual Scripting Instructions
  • 12 Visual Scripting Conditions
  • 12 Visual Scripting Events

Editor Tools

  • WaveManagerWindow — Visual wave debugging
  • Tower Defense Scene Generator
  • Roguelike Scene Generator
  • Resource Respawn Scene Generator

Helper Components

  • SimpleTower — Basic tower targeting
  • TDEndZone — End zone detection
  • SimpleEnemyChaser — Basic enemy AI
  • Resource harvesting helpers

Contact & Support

📧 Email Support

For technical questions and bug reports:

support@c-huck.com

🌐 Website

Documentation and updates:

https://www.c-huck.com

💬 Discord

Join our Discord community for discussions, tips, and announcements.

📦 Asset Store

Leave a review if SWS helped with your project!

Bug Reports: When reporting issues, please include your Unity version, GC2 version, SWS version, and steps to reproduce the problem.