Post by Denvzla Estudio Admin on Jan 5, 2022 0:44:04 GMT
Advanced Spawn System
Advanced Spawn System is a runtime procedural AI spawner capable of spawning AI dynamically across terrains according to customized biomes and conditions. When using a Unity terrain, the texture at the spawning position is used to determine what biome to pick objects from. When this happens, Advanced Spawn System will randomly spawn objects according to that specific biome. It has fully customizable spawn areas with precise obstacle avoidance and even NavMesh spawning! Waves Option to easily horde after horde of enemies. It also includes performance saving features, such as a pooling system that can also function standalone!
Pooling System is a great way to optimize your projects and lower the burden that is placed on the CPU when having to rapidly create and destroy GameObjects. It is a good practice and design pattern to keep in mind to help relieve the processing power of the CPU to handle more important tasks and not become inundated by repetitive create and destroy calls. This is particularly useful when dealing with bullets in a top-down shooter game.
Pooling System is a creational design pattern that pre-instantiates all the objects you’ll need at any specific moment before gameplay. This removes the need to create new objects or destroy old ones while the game is running. Object Pools are primarily used for performance: in some circumstances, object pools significantly improve performance when a project is creating and destroying the same GameObject repeatedly in rapid succession. It works by creating a set amount of GameObjects beforethe game’s runtime and simply inactivates or activates the GameObjects required, effectively just
Features
•Flexible spawn areas
•Detects when enemies killed and uses it to for wave spawning options (such as don't spawn more until after the wave died).
•Pooling made easy (now with categories to stay organized!)
•Spawning on Nav Mesh only
•Disable/re-enable enemies on player distance (works for multiple players)
•Spawning can trigger only when player is within custom radius
•Player radius detection from spawner or separate object
•Spawn random amounts
•Nice and clean Editor
•Full C# source code
•Customizable editor options
•Procedural AI spawner
•Support Unity Terrain Biome
•Events that you know when spawning AI, die AI and Player enter or exit radius of AI
• Supports any character controller system
• Supports any AI system that supports spawning
• Supports Unity NavMesh
• Built-in object pooling system
• Unlimited Biomes - Supports an unlimited amount of Biomes.
• Spawn Radius - Customizable spawn radius.
All options are commented, it is simple to use, for support write to de-lara16@hotmail.com or denvzla@gmail.com
If you use Invector and FSM AI Use Advanced Spawn System For FSM AI:
Advanced Spawn System For FSM AI
AssetStoreLink
Advanced Spawn System is a runtime procedural AI spawner capable of spawning AI dynamically across terrains according to customized biomes and conditions. When using a Unity terrain, the texture at the spawning position is used to determine what biome to pick objects from. When this happens, Advanced Spawn System will randomly spawn objects according to that specific biome. It has fully customizable spawn areas with precise obstacle avoidance and even NavMesh spawning! Waves Option to easily horde after horde of enemies. It also includes performance saving features, such as a pooling system that can also function standalone!
Pooling System is a great way to optimize your projects and lower the burden that is placed on the CPU when having to rapidly create and destroy GameObjects. It is a good practice and design pattern to keep in mind to help relieve the processing power of the CPU to handle more important tasks and not become inundated by repetitive create and destroy calls. This is particularly useful when dealing with bullets in a top-down shooter game.
Pooling System is a creational design pattern that pre-instantiates all the objects you’ll need at any specific moment before gameplay. This removes the need to create new objects or destroy old ones while the game is running. Object Pools are primarily used for performance: in some circumstances, object pools significantly improve performance when a project is creating and destroying the same GameObject repeatedly in rapid succession. It works by creating a set amount of GameObjects beforethe game’s runtime and simply inactivates or activates the GameObjects required, effectively just
Features
•Flexible spawn areas
•Detects when enemies killed and uses it to for wave spawning options (such as don't spawn more until after the wave died).
•Pooling made easy (now with categories to stay organized!)
•Spawning on Nav Mesh only
•Disable/re-enable enemies on player distance (works for multiple players)
•Spawning can trigger only when player is within custom radius
•Player radius detection from spawner or separate object
•Spawn random amounts
•Nice and clean Editor
•Full C# source code
•Customizable editor options
•Procedural AI spawner
•Support Unity Terrain Biome
•Events that you know when spawning AI, die AI and Player enter or exit radius of AI
• Supports any character controller system
• Supports any AI system that supports spawning
• Supports Unity NavMesh
• Built-in object pooling system
• Unlimited Biomes - Supports an unlimited amount of Biomes.
• Spawn Radius - Customizable spawn radius.
All options are commented, it is simple to use, for support write to de-lara16@hotmail.com or denvzla@gmail.com
If you use Invector and FSM AI Use Advanced Spawn System For FSM AI:
Advanced Spawn System For FSM AI
AssetStoreLink