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.
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Runtime Spawner v1.3.0 (10 Sep 2025) (Latest version)
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Description
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)
*NEW* Custom Spawn Hint System to provide more precise control over spawn locations when desired.
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.
Technical details
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.




