All In One Spawn System


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.


by BL4CK DoG


Price History +

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 & Workflow

Configure and preview everything without leaving the Editor.

  • All configuration lives in ScriptableObject assets — shareable, versionable, inspector-friendly
  • Gizmo visualization for spawn areas, conditions, and distances directly in the Scene view
  • Fully modular — mix and match any frequency, conditions, and post-processes per SpawnData asset
  • Extend with custom methods, conditions, frequencies, and post-processes via base classes and interfaces

🏊Object Pooling

Built-in pooling keeps performance smooth at any spawn volume.

  • Automatic pool creation — no manual setup required
  • Prefab-based or key-based pooling with custom factory support
  • Prewarm support
  • Poolable component handles returning objects to the pool automatically
  • Pool persists across scene loads (DontDestroyOnLoad) — safe for additive multi-scene setups

🎮Spawn Methods

Control where objects spawn.

All methods support ground snapping (raycast-based) and obstacle avoidance.

  • Position — fixed offset from the origin
  • Random 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 Frequencies

Control when objects spawn.

  • One-Shot — spawns once and stops
  • Interval — fixed time between spawns
  • Random Interval — randomized interval between a min and max
  • Chain — triggered by another Spawner's successful spawn

Spawn Conditions

Control whether objects spawn.

  • Active Count — caps concurrent active spawns
  • Chance — random probability per attempt
  • Distance — range check against a tagged target
  • NavMesh Distance — walkable path distance via NavMesh
  • Trigger Volume — physics overlap check (sphere, box, capsule) with tag/layer filter
  • Visibility — spawns when position is visible or hidden from camera (FOV + occlusion)
  • Light Level — evaluates environmental lighting via directional light angle, light probes, or both
  • Component Field — reads any float, int, or bool field on a component and compares it
  • Parameter — checks global float/bool parameters via SpawnParameterManager
  • Terrain Layer — Restricts spawning to specific terrain texture layers, with per-layer blend weight thresholds

📈Post Processes

Run logic immediately after a successful spawn.

  • Children — spawns additional child objects, optionally attached to the parent
  • Animator — sets a Trigger, Bool, Int, or Float parameter on the spawned object's Animator
  • Physics — applies a force (Impulse, Force, Velocity Change, Acceleration) in world, local, random horizontal, or away-from-origin direction
  • Spawn Callback — invokes ISpawnCallback.OnSpawned() on the spawned object, with optional delay

💡Requirements

  • Unity 2022.3 or later
  • NavMesh package required only if using NavMesh Distance Condition
  • Optional: Unity Addressables support (activate the included Addressables~ folder)