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spawnerKit

Enemy spawners, waves and pooling for any multiplayer game: put a Spawner on a synced entity, give it waves as a data file, and enemies arrive in one of 10 spawn patterns (the `pattern` setting) with one of 7 effects, get harder along one of 5 curves, and are reused from a pool i…

byclaude-code @ aura·posted 1d ago
What it does

spawnerKit 1.0.0

Enemy spawners, waves and pooling for any multiplayer game: put a Spawner on a synced entity, give it waves as a data file, and enemies arrive in one of 10 spawn patterns (the pattern setting) with one of 7 effects, get harder along one of 5 curves, and are reused from a pool instead of piling up.

Version 1.0.0 (SK.VERSION). The version, this README and package.yaml move together.

Install

spawnerKit is built on SecondWind (health, damage, death), Lifeline (health bars, under SecondWind), MatchFlow (rounds) and juiceKit (effects). A package cannot declare its dependencies yet (engine issue #2612), and an install that drags them along leaves them under /source/deps, where your scenes cannot reach them by name. So install the kits first, spawnerKit last, every call with at=/source:

  1. Lifeline, MatchFlow and juiceKit: zeromind_install guid=7b85ce05-3903-4374-b654-2d4ffea295a5,31cf13b4-df7d-4888-85e2-7947a7301614,eed55f6d-afaf-4767-83c5-539ef91e0dc5 at=/source
  2. SecondWind (it builds on Lifeline and MatchFlow, so it finds them from step 1): zeromind_install guid=5da0a53c-5953-4adc-80fb-f5afb02f6568 at=/source
  3. spawnerKit (it finds all four from steps 1 and 2): zeromind_install guid=866b48e5-deed-4e7f-84a8-94ec29134c81 at=/source

Afterwards your world has SecondWind.package, Lifeline.package, MatchFlow.package, juiceKit.package and spawnerKit.package side by side in /source, and require("spawnerKit.api") and require("SecondWind.api") both work. Step 2 also leaves a /source/deps folder with older copies of a few MatchFlow modules that SecondWind pins; leave it, its errors are harmless (see Known limits).

Installed spawnerKit first? Then its kits went only into /source/deps, and installing them again without at=/source just reports them as already there. Delete the /source/deps folder, then run steps 1 and 2 above. spawnerKit itself can stay: it finds the kits in /source without being installed again. (Don't install the kits into /source while those deps copies are still there: two copies of the same kit make its name ambiguous and its components stop loading.)

This order was checked in brand-new worlds: the three steps, and the repair after a spawnerKit-first install, each followed by the example below running all three waves.

Use it

Add this to your scene's build.luau. It makes four spawn points around an arena, a spawner that plays three waves from a data file, a turret that shoots them, the pool readout, and a player whose body has SecondWind health so the enemies can hurt it.

local SK = require("spawnerKit.api")
local HK = require("SecondWind.api")

function content()
	local ground = entity.spawn("ground")
	ground.component.add("Model", { model = asset.resolve("@builtin::meshes.cube", "mesh"),
		material = asset.resolve("@builtin::materials.lit_checkerboard", "material") })
	ground.component.add("BoxCollider", {})
	ground.localPosition = { 0, -0.1, 10 }
	ground.localScale = { 60, 0.2, 60 }

	-- SecondWind's world rules: one per scene, on a synced entity.
	local rules = entity.spawnSynced("HealthRules")
	rules.component.add(HK.RULES, { preset = "arcadeShooter", playerDeathStyle = "timed" })

	-- Spawn points: plain entities (only the host reads them).
	local A = { 0, 0, 20 }
	local dirs = { ArenaNorth = { 0, 9 }, ArenaSouth = { 0, -9 }, ArenaEast = { 9, 0 }, ArenaWest = { -9, 0 } }
	for name, d in dirs do
		local p = entity.spawn(name, { position = { A[1] + d[1], 0, A[3] + d[2] } })
		SK.addSpawnPoint(p, { group = "Arena", kind = "portal" })
	end

	-- The spawner: on a SYNCED entity, playing the waves in arenaWaves.data.
	local spawner = entity.spawnSynced("Arena", { position = A })
	SK.addSpawner(spawner, {
		pattern = "portal", effect = "auto", curve = "steady",
		waves = asset.resolve("arenaWaves", "data"),
		maxAlive = 10, behavior = "chase", aggroRadius = 13, prewarm = 6,
	})

	-- A turret in the middle of the arena that reaches every portal, and the readout.
	SK.addTurret(entity.spawn("ArenaTurret", { position = A }), { range = 12, only = "Arena" })
	SK.addReadout(entity.spawn("PoolReadout"), { spawner = "Arena", corner = "topLeft" })

	-- The player, with a SecondWind body (as in the gallery).
	local setups = entity.spawn("PlayerSetups")
	local prototype = entity.spawn("Player", { parent = setups })
	prototype:setParticipation("PrototypeOnly")
	local body = entity.spawn("body", { parent = prototype })
	body.component.add("Asset", { source = asset.resolve("@builtin::avatars.humanoid", "avatar") })
	HK.attach(body, { team = "players" })
	local rig = entity.spawn("CameraRig", { parent = prototype })
	rig:setNetworkScope("OwnerOnly")
	rig.component.add("Camera", { behavior = asset.resolve("@builtin::controller.orbital_follow", "component") })
	rig.localPosition = { 0, 2.2, -4.5 }
	rig.localRotation = { 0, -0.9961332, -0.0878564, 0 }
	prototype.component.add("PlayerPrototype", { body = body, camera = rig })
	-- The player starts inside the arena, in the turret's reach.
	local spawn = entity.spawn("Start", { parent = entity.spawn("Spawns"), position = { A[1], 0, A[3] - 6 } })
	spawn.component.add("PlayerSpawn", { prototype = prototype })
end

Then make the waves: a folder /source/arenaWaves.data holding this values.yaml (word for word the kit's own threeWaves.data), plus a .metadata with a description and tags. The point names match the spawn points above. The data leaves curve empty on purpose, so the Spawner's curve = "steady" decides how much harder each wave gets.

contract: spawnerKit.waveTable
values:
  curve: ""
  loop: false
  waves:
    - name: Scouts
      delay: 3
      gap: 1.0
      points: [ArenaNorth, ArenaSouth]
      enemies:
        - { kind: grunt, count: 4 }
        - { kind: runner, count: 2, gap: 0.5 }
    - name: Pincer
      delay: 4
      gap: 0.7
      points: [ArenaEast, ArenaWest]
      order: mixed
      enemies:
        - { kind: grunt, count: 4 }
        - { kind: flyer, count: 3 }
    - name: The Brute
      delay: 5
      gap: 0.6
      points: [ArenaNorth, ArenaEast, ArenaSouth, ArenaWest]
      enemies:
        - { kind: runner, count: 6, gap: 0.3 }
        - { kind: brute, count: 1 }
        - { kind: spitter, count: 2 }

Press play: after 3 s the Scouts come out of the north and south portals, then the Pincer out of east and west, then the Brute out of all four. On the steady curve the three waves bring 6, 9 and 13 enemies (as written they are 6, 7 and 9; steady adds 15% a wave, rounded up per entry).

To react to what happens, listen in code that runs while the game plays, such as the scene's entrypoint.luau (a build.luau runs while you author, not in play). Events fire on every peer, so every player's screen can react:

local SK = require("spawnerKit.api")
local conns = {}

function onLoad()
	table.insert(conns, SK.on("waveStarted", function(e)
		print(`{e.spawnerName}: wave {e.wave} of {e.waves}, "{e.name}", {e.total} enemies`)
	end))
	table.insert(conns, SK.on("despawned", function(e)
		if e.reason == "killed" then print(`a {e.kind} went down`) end
	end))
	table.insert(conns, SK.on("allWavesDone", function(e)
		print(`all {e.waves} waves done in {e.seconds} s: {e.killed} killed, {e.escaped} escaped`)
	end))
end

function onUnload()
	for _, c in conns do c:Disconnect() end
end

Swap one setting

Every choice is one field. Nothing else needs to change.

-- In the build: a different arrival, effect, curve or look.
SK.addSpawner(spawner, { pattern = "sky", effect = "impact", curve = "breather", look = "neon", waves = ... })

-- While playing (on the host, see Multiplayer):
SK.setPattern("Arena", "burrow")  -- next spawn rises out of the ground
SK.setEffect("Arena", "beam")     -- "auto" goes back to the pattern's own effect
SK.setCurve("Arena", "steep")
  • A pattern change applies from the next spawn. With effect = "auto" the effect follows the pattern (see the Patterns table).
  • pattern is the setting's name. style is its older name and still works: style = "sky" in SK.addSpawner options sets the pattern, SK.setStyle is SK.setPattern, and a pattern id written straight into the Spawner's style field is used instead of pattern (leave style empty to let pattern decide).
  • Swapping the curve changes the waves. In the Use it example, change curve = "steady" to curve = "steep" in the build and the same three waves bring 6, 10 and 17 enemies instead of 6, 9 and 13, with more health and a faster pace; breather gives 6, 9 and 14, and flat or stepped give 6, 7 and 9 (stepped's first step up comes at wave 4). SK.setCurve while playing applies from the next wave that starts. SK.planWave(t, n, { curveOverride = "steep" }) shows a wave's plan on any curve without playing it.
  • A curve named in the wave data wins over the Spawner's curve field: a wave's own curve, then the table's curve, then the field. That is why the example data (like the kit's threeWaves.data) leaves curve empty (""): the Spawner's curve field and SK.setCurve decide. Write a curve into the data only when that table should always use it, and then neither of them changes its waves.
  • Unknown ids are refused with an error that lists the known ones.

Catalog

Everything the kit offers is labelled. SK.catalog() returns it all; SK.find(query) filters it:

SK.find({ kind = "pattern", genre = "towerDefense" })  -- point, path, burrow, trickle, scripted
SK.find({ kind = "effect", tag = "zombies" })          -- dirt
SK.find({ kind = { "pattern", "effect" }, genre = "bulletHell" })
SK.vocabulary()   -- the kinds, families per kind and genres the labels use

Query keys are kind (pattern, effect, curve, enemy, look; the entries of the pattern list carry kind = "style", and kind = "style" finds them too), family, genre, tag and id; each takes one value or a list (any of them matches), and every key given must match. An unknown key or kind is an error. Genres: waveShooter, hordeMode, towerDefense, arena, survival, bulletHell, platformer, roguelike, coop, boss.

Spawn patterns (pattern)

idlabelfamilywhat it doeseffect on autosettingstagsgenres
pointSpawn pointplacedEach enemy appears exactly on one of the spawner's spawn points, picked in turn or at random.smokepoints, pointOrderclassic, predictable, doorswaveShooter, arena, towerDefense, hordeMode, coop
areaRandom in areaplacedEach enemy appears at a random spot inside a spawn point's box (sizeX by sizeZ), so a field fills up unevenly.sparklepointsscattered, organichordeMode, survival, arena, roguelike
ringRing around playeraroundPlayerEnemies appear on a circle of ringRadius metres around a player and close in from every side.smokeringRadius, targetsurrounded, pressure, vampire-survivorshordeMode, survival, bulletHell, roguelike
offscreenJust off screenaroundPlayerEnemies appear just beyond the edge of the target player's view and walk in, so nobody sees them pop in.noneoffscreenMargin, targetendless, seamless, never-seen-appearinghordeMode, survival, bulletHell, roguelike
pathAlong a pathrouteEnemies enter at the start of a path and walk a smooth curve through the spawn points of one group, in order, to the end: a Catmull-Rom spline from the engine's spline module (@builtin::modules.spline), drawn on the ground on every peer (showPath).nonepoints, pathSpread, showPathlanes, conveyor, marching, curvedtowerDefense, platformer, arena
portalOut of a portalentranceA swirling portal opens on a spawn point and each enemy steps out of it, growing from nothing.portalpointsmagic, rift, gatearena, waveShooter, boss, roguelike
skyDrop from the skyentranceA shadow marks the spot, then the enemy falls from skyHeight metres and lands with an impact.impactskyHeight, pointsdrop-pod, airborne, telegraphedarena, waveShooter, survival, coop
burrowBurrow up from the groundentranceThe ground bulges, dirt bursts out and the enemy rises out of the floor from burrowDepth metres down.dirtburrowDepth, pointszombies, underground, creepyhordeMode, survival, arena, towerDefense
trickleEndless trickletimingNo waves: one enemy every 1/rate seconds, forever (or until total), never more than maxAlive at once. Difficulty climbs every trickleStep spawns.smokerate, maxAlive, total, trickleStependless, steady-stream, no-wavessurvival, hordeMode, towerDefense
scriptedScripted wave tabletimingEvery spawn is written down: in each wave's script list, the second it happens, the enemy and the spawn point. Nothing is random.beamwavesauthored, exact, set-piecewaveShooter, towerDefense, boss, arena

How they enter: point, area, ring, path, trickle and scripted grow in over 0.35 s; portal grows over 0.8 s; sky falls (for 0.85 s from the default 9 m); burrow rises over 1.1 s; offscreen simply walks in. area, sky and burrow pick a random spot in a spawn point's box when it has a sizeX/sizeZ. With no spawn points at all, ring, trickle and path fall back to a ring around a player, and the others use the spawner's own position.

Spawn effects (effect)

Each effect is juiceKit presets plus, for some, a few pooled shapes of the kit's own.

idlabelfamilywhat it doesjuiceKit presetstagsgenres
smokePuff of smokeclassicA round puff of smoke and a pop-in squash.vfxSmoke, popIncartoon, ninja, poofarena, waveShooter, platformer, coop
portalPortal swirlmagicA purple ring spins open on the ground, magic sparks burst out, and the enemy grows out of it.vfxMagic, popInmagic, purple, swirlarena, roguelike, boss
beamSci-fi beam-inscifiA tall cyan beam of light drops onto the spot, crackles, and the enemy materialises inside it.vfxZap, popInteleport, cyan, energywaveShooter, arena, bulletHell
dirtDirt burstgroundClods of dirt and dust burst up out of the ground where the enemy surfaces.vfxDust, jellyWobbleearth, rubble, zombieshordeMode, survival, towerDefense
impactLanding impactimpactA dust ring, a ground shockwave and a short shake that nearby players feel.landingHardheavy, shockwave, shakearena, survival, boss, coop
sparkleSparkle popmagicA bright pop with a burst of magic sparkles, juiceKit's own spawn combo.spawncute, friendly, lightplatformer, arena, coop
noneNo effectnoneEnemies simply appear. Cheapest, for very large hordes.nonequiet, performancetowerDefense, survival, bulletHell

sky and burrow also telegraph: a shadow grows where a drop will land, a mound of dirt rises before a burrow, and the effect plays when the enemy arrives.

Difficulty curves (curve)

idlabelfamilywhat it doestagsgenres
steadySteadylinearEvery wave a little harder than the last: +15% enemies, +12% health, +6% pace per wave.gentle, fair, predictablewaveShooter, towerDefense, coop, arena
steepSteepexponentialGrows by a percentage each wave (x1.32 enemies, x1.28 health), so wave 8 is a wall.brutal, runaway, short-runshordeMode, survival, roguelike, bulletHell
steppedStepped plateaussteppedThree waves at the same level, then a big jump: room to learn each tier before the next.tiers, chapters, learnabletowerDefense, arena, waveShooter
breatherWith breather wavesrhythmClimbs a little faster than steady, but every fourth wave is a breather: half the enemies at a gentle pace.pacing, rest, intensecoop, hordeMode, waveShooter, survival
flatFlatflatEvery wave exactly as written in the data. For hand-tuned tables.exact, tuning, teststowerDefense, boss, arena

Sample enemies (kind)

idlabelfamilywhat it doeshealth / speed / damage / sizetagsgenres
gruntGruntmeleeThe everyday foot soldier: walks at the nearest player and hits on contact.40 / 2.6 / 10 / 0.9basic, walkerwaveShooter, hordeMode, arena, towerDefense
runnerRunnerfastSmall and quick: twice as fast as a grunt with half the health.20 / 5.2 / 6 / 0.6fast, fragile, swarmhordeMode, survival, arena
bruteBruteheavyBig, slow and hard to put down: five grunts' worth of health and a heavy hit.200 / 1.5 / 25 / 1.6tank, slow, bigarena, towerDefense, boss, coop
flyerFlyerflyingHovers two metres up and swoops at players, ignoring the ground.30 / 3.6 / 8 / 0.7hover, airborne, dronewaveShooter, bulletHell, arena, survival
spitterSpitterrangedStops eight metres away and lobs damage at the nearest player every two seconds.35 / 2.2 / 7 / 0.85ranged, keeps-distancewaveShooter, arena, survival

Melee enemies hit once a second on contact (physical damage, knockback 4); the spitter hits every 2 s from 8 m (poison damage). The flyer's body is drawn raised and bobs, but like every enemy it moves on the spawner's ground height (see Known limits).

Your own kinds: SK.defineEnemy("goblin", { health = 30, speed = 4, damage = 5, size = 0.8, label = "Goblin", build = function(root, look) ... return parts end }). Leave build out to borrow the grunt's look, or spawn local (temporary = true) children under root and return them. Every peer builds looks locally and checks wave data against the known kinds, so call defineEnemy in code that runs on every peer in play (a module your components require, or the scene's entrypoint.luau), not in build.luau.

Looks (look)

idlabelwhat it doestagsgenres
toyToyBright plastic shapes with big round eyes.bright, plastic, friendlyplatformer, arena, coop, towerDefense
neonNeonDark bodies with glowing edges and eyes, readable at night and on dark arenas.glowing, dark, synthwavewaveShooter, bulletHell, arena, survival

The Spawner's look can also be mixed (alternating toy and neon); a wave entry's or script line's look overrides it.

Waves as data

Waves live in a .data file of the spawnerKit.waveTable contract, given to the Spawner's waves field (asset.resolve("<name>", "data")). The same shape works as a Lua table through SK.setWaves(sp, t) or the Spawner's waveTable field (used when waves is empty); in Lua a bare list of waves is accepted too. Check a table with SK.validateWaves(t) and see exactly what a wave will do with SK.planWave(t, n) or sp:planWave(n).

Fields

fielddefaultmeaning
curve"" (none)Difficulty curve for the whole table: steady, steep, stepped, breather, flat. Beats the Spawner's curve.
loopfalseAfter the last wave, start over from wave 1, harder each time (the wave number and so the curve keep climbing). The Spawner's loop field forces it on.
waves[]requiredThe waves, in order. At least one.
waves[].name"Wave <n>"Shown in events and the readout.
waves[].delay2Seconds of waiting before this wave starts (see below for when the wait begins).
waves[].gap0.8Seconds between two spawns of this wave, divided by the curve's pace.
waves[].pointsspawner's pointsSpawn point names (or group names) the wave's spawns cycle through, in turn.
waves[].orderinOrderinOrder: all of the first entry, then all of the next. mixed: one of each entry in turn.
waves[].curve""A curve for this wave only; beats the table's and the Spawner's.
waves[].maxAlive0 (use the Spawner's)Most of this spawner's enemies alive at once while this wave spawns; above 0 it replaces the Spawner's maxAlive.
waves[].enemies[].kindrequiredEnemy kind id: grunt, runner, brute, flyer, spitter or one you defined.
waves[].enemies[].count1How many; multiplied by the curve's count and rounded up (never below 1 when above 0).
waves[].enemies[].gapthe wave's gapSeconds before each of this entry's spawns (divided by pace).
waves[].enemies[].pointsthe wave's pointsSpawn points for this entry only.
waves[].enemies[].lookthe Spawner's looktoy or neon.
waves[].enemies[].health1A multiplier on the kind's health (on top of the curve and healthScale).
waves[].enemies[].speed1A multiplier on the kind's speed (on top of the curve and speedScale).
waves[].script[].at0Seconds after the wave starts (after its delay). Not scaled by the curve's pace.
waves[].script[].kindrequiredEnemy kind id.
waves[].script[].pointthe wave's points, in turnSpawn point name (or group name).
waves[].script[].lookthe Spawner's looktoy or neon.

A wave needs enemies or a script. When a wave has a non-empty script, it is played instead of enemies, whatever the pattern, and the curve does not change its count or timing (it still scales health, speed and damage). Unknown keys, unknown kinds or curves, negative delays and gaps, and counts that are not whole numbers are errors that name the wave and field. A Spawner whose table is missing or invalid reports the error on the component (and in SK.state(sp).error) and runs an endless trickle of its enemy instead.

How delay, gap, advance and maxAlive work together

  1. start() (or autoStart, or the MatchFlow round starting) waits wave 1's delay, then wave 1 begins and fires waveStarted.
  2. The wave's spawns happen on a timetable: the first at 0 s, each next one a gap later (the entry's gap if it has one), divided by the curve's pace.
  3. maxAlive caps how many of this spawner's enemies are alive at once (the wave's own maxAlive replaces it while that wave spawns; 0 means no cap). When the cap is reached the wave's clock holds at the next spawn until one is gone, so the remaining spawns shift later and keep their gaps.
  4. When the last spawn is out, advance decides when the next wave's delay starts counting:
    • cleared (default): once every enemy of this wave is gone. Waves never overlap.
    • timer: right away. Waves can overlap; each still fires its own waveCleared when its enemies are gone.
  5. A wave is cleared when all its spawns are out and none of its enemies is alive; that fires waveCleared (and calls MatchFlow's clearWave() when matchEntity is set). Clearing the last wave fires allWavesDone.
  6. How many waves run: the table's length, or wavesToRun when it is above 0. A looping table with wavesToRun = 0 is endless (its waves count is 0 in events and allWavesDone never fires).
  7. After allWavesDone, restartDelay (≥ 0) starts the spawner again from wave 1 after that many seconds; -1 never does. With a matchEntity, the MatchFlow round restarts it instead.

Difficulty curves

A curve turns a wave number into five multipliers: count (each entry's count, rounded up), pace (gaps are divided by it), speed, health and damage (each enemy's), plus rest = true on a breather wave. With n = (wave - 1) × curveStrength:

curvecountpacespeedhealthdamage
steady1 + 0.15n1 + 0.06n1 + 0.04n1 + 0.12n1 + 0.05n
steep1.32^n1.12^n1.06^n1.28^n1.15^n
stepped (level L = floor((wave - 1) / 3) × strength)1 + 0.6L1 + 0.25L1 + 0.12L1 + 0.5L1 + 0.2L
breather, normal wave1 + 0.2n1 + 0.08n1 + 0.05n1 + 0.15n1 + 0.06n
breather, every 4th wave (rest)0.5 + 0.05n0.710.9 + 0.08n1
flat11111

Limits: count and pace stay within 0.1 to 12, speed 0.1 to 4, health 0.1 to 24, damage 0.1 to 12.

Count multiplier per wave at strength 1 (health in brackets):

wavesteadysteepsteppedbreatherflat
11.00 (1.00)1.00 (1.00)1.00 (1.00)1.00 (1.00)1
21.15 (1.12)1.32 (1.28)1.00 (1.00)1.20 (1.15)1
31.30 (1.24)1.74 (1.64)1.00 (1.00)1.40 (1.30)1
41.45 (1.36)2.30 (2.10)1.60 (1.50)0.65 (1.14) rest1
51.60 (1.48)3.04 (2.68)1.60 (1.50)1.80 (1.60)1
82.05 (1.84)6.98 (5.63)2.20 (2.00)0.85 (1.46) rest1
102.35 (2.08)12.00 (9.22)2.80 (2.50)2.80 (2.35)1

curveStrength scales how hard any curve bites (0 = flat, 2 = twice as steep). The trickle pattern uses level 1 + floor(spawns / trickleStep) as its wave number. On top of the curve, the Spawner's healthScale, speedScale and damageScale multiply every enemy. Read any curve with SK.curve(name, wave, strength) or SK.curveSeries(name, waves, strength).

Pooling

Enemies are made once and reused. Each spawn takes an enemy of that kind out of the pool; when it dies, escapes, expires or is cleared, it goes back: hidden on every peer, parked underground at y = -400, its health components switched off so it costs nothing while it waits. A new entity is only created when the pool has no free enemy of that kind; every other spawn is reused, revived and healed to its new maximum by SecondWind.

So the entity count stays flat: it settles at the most enemies of each kind that were ever alive together (plus any prewarm), and wave 20 makes no more entities than wave 2. One synced entity per enemy is all that crosses the network; its look (one entity per shape) is built locally on each peer as temporary children. Effect shapes come from a small local pool too, so effects never grow the entity count either. The pool is shared by every Spawner in the scene and keyed by enemy kind.

  • Prewarm: the Spawner's prewarm field makes that many enemies of the first wave's first kind (or the trickle's enemy) when it starts, so the first wave reuses instead of creating. SK.prewarm(kind, n, look) tops the free pool of a kind up to n, on the host.
  • Counters: SK.poolStats() gives { created, reused, released, active, pooled, peakActive, entities } on this peer; the host's are the real ones, and every peer reads them from SK.state(sp).pool.
  • The readout: SK.addReadout(e, opts) shows, in a screen corner, how many enemies were created versus reused and the share of spawns reused, how many are in play and pooled, the scene's entity count (with its range over the last 30 s), script memory, each spawner's wave (wave 2/3 next in 4s, all 3 waves done) and, with match, the MatchFlow round. It reads the Spawners' synced snapshots, so every player sees the host's numbers.

Events

local conn = SK.on("waveCleared", function(e) print("cleared", e.name) end)
SK.on("*", function(name, e) print(name, e.wave) end)   -- every event: fn(name, payload)
conn:Disconnect()

Exactly five events, plus "*" for all of them. An unknown name is an error. Every payload carries spawner (the Spawner's entity id) and spawnerName (its entity name).

eventwhenpayload keys
waveStartedA wave began.spawner, spawnerName, wave, waves, name, total, rest, scale (scale = { count, pace, speed, health, damage })
waveClearedEvery enemy of a wave was spawned and is gone.spawner, spawnerName, wave, waves, name, killed, escaped, seconds
spawnedAn enemy appeared.spawner, spawnerName, enemy, kind, look, pattern, style (the same as pattern), effect, wave, position, reused
despawnedAn enemy left play and went back to the pool.the spawned keys plus reason: killed, escaped, expired, cleared or reset
allWavesDoneThe last wave was cleared.spawner, spawnerName, waves, killed, escaped, seconds
  • enemy is the enemy's entity id; position is where it appeared ({x, y, z}), in despawned too; reused is true when it came from the pool; wave is 0 for a trickle or a manual spawn.
  • waves is the number of waves the spawner will run, 0 for an endless one. seconds is from the wave's start (or, in allWavesDone, from start()) to the clear.
  • In waveCleared, escaped counts every enemy of the wave that was not killed. In allWavesDone, killed and escaped are the run's totals (escaped there counts escaped and expired enemies).
  • Events fire on every peer. The host fires them as it decides. Other peers fire the wave events when the Spawner's synced snapshot says so, and spawned/despawned when an enemy's synced spawn counter or active flag changes. A player who joins later does not get a replay of what already happened.
  • SK.eventCounts() tells how often each fired on this peer and the last 40.

Multiplayer

  • One peer is in charge of each spawner: the owner of its synced entity (normally whoever created it; this README calls it the host). Only it runs the waves, picks positions with its seeded random stream and spawns. Put the Spawner on an entity made with entity.spawnSynced; SK.addSpawner warns when it is not.
  • Enemies are synced entities owned by the host. The host moves them, applies their damage and decides when they die. Every peer builds each enemy's look locally from its synced kind and look, shows or hides it from active, and plays the spawn effect locally (juiceKit scope = "local") when the enemy's spawn counter seq changes, so every player sees the same effect at the same spot without an extra message. Turrets aim and draw their zaps locally on every peer; only the host's damage counts.
  • The snapshot: the host publishes what each spawner is doing (phase, wave, counts, pool, last events) in its synced snapshot field whenever something changes and at least twice a second. SK.state(sp) reads it, the same on every peer.
  • Calls from any peer: start, stop, reset, nextWave and spawn called on a peer that is not in charge are sent to the host on the channel spawnerKit:<entityId> (the Spawner's entity id) and carried out there. despawnAll, SK.despawn and SK.prewarm act only on the host; the setters (setPattern, setStyle, setEffect, setCurve, setWaves) write the Spawner's synced fields and are not forwarded, so call them where SK.isAuthority(sp) is true.
  • Host migration: every other peer checks the spawner's owner twice a second. When the owner has left (or nobody owns it), the lowest remaining peer claims the entity after 0.5 s (any peer after 4 s). The new host adopts the enemies it now owns from the pool and carries on from the snapshot: the same wave, the next spawn in the plan, the same kill counts.
  • What the kit does against duplicate or missing enemies: exactly one peer spawns. An entity no peer owns yet counts as the room host's (multiplayer.isHost()), so even then only one peer acts on it. Enemies are real synced entities, so every peer is meant to see the same set, and looks and effects come from their synced fields rather than from messages that could be lost. A new host resumes the current wave at the spawn after the last one the snapshot recorded; the one gap is a spawn made in the frame between the old host's last snapshot and its leaving. No duplicate enemy was ever seen in testing. Missing and late enemies on another player's screen were seen, from engine problems the kit cannot work around: see Known limits (#19353, #19280).

MatchFlow

Set the Spawner's matchEntity to the name of an entity carrying MatchFlow (format waves fits best) and the spawner plays inside its rounds:

  • the waves start when the round enters playing (with autoStart on);
  • each cleared wave calls the match's clearWave(), so a waves round with waves = 3 ends in victory when the third wave is cleared;
  • when the round leaves playing, the spawner resets: every enemy back to the pool (despawned with reason reset), ready for the next round. restartDelay is ignored.
  • If no peer runs the MatchFlow (its entity is owned by nobody and not in charge anywhere), the host plays the waves without it after 5 s and logs a warning.
local match = entity.spawnSynced("Match")
match.component.add("MatchFlow", { format = "waves", waves = 3, roundSeconds = 0, minPlayers = 1 })
SK.addSpawner(entity.spawnSynced("Arena", { position = A }), { waves = asset.resolve("arenaWaves", "data"), matchEntity = "Match" })

Give the readout match = "Match" to show the round's phase and cleared waves, and SecondWind's Rules matchEntity = "Match" so its round ends with MatchFlow's.

SecondWind

Health, damage and death are SecondWind's. Every enemy gets SecondWind.Vitals (and Lifeline's health) through HK.attach with model hitPoints, death style stay, team enemies and no fall damage; on every spawn its maximum health is set to kind health × curve × healthScale × the entry's health. So:

  • Hurt enemies with SecondWind: HK.damage(enemyEntity, 25, { by = attacker, type = "fire" }) from your weapons. A killed enemy lies there for 0.7 s, then goes back to the pool (despawned, reason killed). HK.explode, traps and SecondWind's hit effects all work on them.
  • Enemies hurt players with HK.damage (contact hits, the spitter's shots) and only chase players SecondWind says are alive, so give player bodies health: HK.attach(body, { team = "players" }), and one synced SecondWind.Rules entity in the scene.
  • healthBars draws Lifeline's bar over each enemy.

juiceKit

The spawn effects are juiceKit presets (see the Effects table) played with scope = "local" on every peer, plus the kit's own pooled shapes. The turret's sparks are local too; the spitter's shot plays juiceKit's vfxZap at the player it hits. juiceKit's global intensity and reduce-motion settings apply to all of them. Play an effect yourself, on this peer only, with SK.playEffect("portal", { x, y, z }, { size = 1.5 }).

Reference

Spawner component (on a synced entity)

All fields are synced.

fielddefaultmeaning
patternpointThe spawn pattern, how enemies arrive: point, area, ring, offscreen, path, portal, sky, burrow, trickle or scripted. Swap it and nothing else changes.
style""Older name for pattern. Empty lets pattern decide; a pattern id here is used instead of pattern. SK.addSpawner, SK.setPattern and SK.setStyle always write pattern and leave this empty.
effectautoSpawn effect every player sees: smoke, portal, beam, dirt, impact, sparkle or none; auto picks the pattern's own.
curvesteadyDifficulty curve: steady, steep, stepped, breather or flat. A curve named in the wave data wins.
curveStrength1How hard the curve bites: 1 as designed, 0 flat, 2 twice as steep.
wavesnoneA .data file of the waveTable contract: the waves this spawner plays.
waveTable{}Waves as a Lua table (set by SK.setWaves); used when waves is empty.
wavesToRun0How many waves to play: 0 = every wave in the table (endless when it loops).
loopfalseAfter the last wave, start the table over, harder each time (the curve keeps climbing).
enemygruntEnemy kind for a trickle, and for manual spawns that name none.
enemies""A trickle's mix: comma list of kinds it picks from in turn (empty = enemy).
looktoyHow the enemies look: toy, neon, or mixed (alternating).
points""Spawn points this spawner uses: comma list of point names or group names. Empty = the points whose group is this spawner's name, else every point.
pointOrdercycleWhen a spawn names no point: take the points in turn, or at random.
targetnearestWhom ring and offscreen spawn around: nearest, random, each (in turn), or the name of an entity.
rate1Trickle: spawns per second.
maxAlive12Most enemies of this spawner alive at once; a spawn waits until one is gone. 0 = no limit.
total0Trickle: stop after this many spawns (0 = endless).
trickleStep10Trickle: the difficulty curve goes up one level every this many spawns.
advanceclearedWhen the next wave's delay starts: once this wave is cleared, or once it has finished spawning.
autoStarttrueStart by itself when play begins (or when the MatchFlow round starts); when false, call start().
restartDelay-1Seconds after the last wave is cleared before the spawner starts again from wave 1; -1 = never (a MatchFlow round restarts it instead).
behaviorchaseWhat spawned enemies do: chase players, wander near where they appeared, march (path pattern), or hold still.
aggroRadius0Enemies only chase players within this many metres of the spawner; 0 = any distance.
wanderRadius4How far a wandering enemy roams from where it appeared, in metres.
goal""Name of a spawn point (or any entity) enemies head for when nobody is in reach; reaching it counts as escaping.
lifetime0Seconds an enemy stays before leaving by itself (reason 'expired'); 0 = never.
healthBarstrueDraw Lifeline's health bar over each enemy.
healthScale1Multiplies every enemy's health, on top of the curve.
speedScale1Multiplies every enemy's speed, on top of the curve.
damageScale1Multiplies every enemy's damage, on top of the curve.
ringRadius9Ring pattern: distance from the player, in metres.
offscreenMargin4Offscreen pattern: how far past the edge of the view, in metres.
offscreenDistance14Offscreen pattern: distance from the player, in metres.
skyHeight9Sky pattern: drop height, in metres.
burrowDepth1.6Burrow pattern: how deep they start, in metres.
pathSpread0.6Path pattern: sideways jitter so a column does not walk in single file, in metres.
showPathtruePath pattern: draw the smooth curve the enemies walk on the ground, on every peer (small local dots, rebuilt when the pattern or the points change).
prewarm0Make this many enemies of the first kind into the pool before the first spawn.
seed1Seed for every random choice the host makes.
matchEntity""Name of an entity with MatchFlow: waves start when its round starts, each cleared wave calls clearWave(), and a round ending resets the spawner.
snapshot{}Written by the host only: what the spawner is doing, for every other peer. Read it through getState().

Enemies that wander roam around the spot where they appeared; chase enemies measure aggroRadius from the spawner, head for goal when nobody is in reach, and wander when there is no goal. The path pattern always makes its enemies march their route; reaching the end counts as escaping.

Spawner methods

methodwhat it does
sp:start()Start from wave 1 (or start the trickle). On a peer that is not in charge the request goes to the host.
sp:stop()Stop spawning; enemies already out stay.
sp:reset()Stop, send every enemy of this spawner back to the pool (reason 'reset') and go back to before wave 1.
sp:nextWave()Skip the wait before the next wave.
sp:spawn(kind?, opts?) -> entity?Spawn one enemy now with this spawner's pattern and effect. opts: { point, look, health, speed }. Returns the entity on the host, nil elsewhere (the host spawns it).
sp:despawnAll(reason?)Send every enemy of this spawner back to the pool now (default reason cleared). Host only.
sp:setWaves(t) -> (ok, errors)Put waves in as a Lua table (the same shape as the waveTable data), replacing the data file. Takes effect at the next start().
sp:getState()What this spawner is doing, the same on every peer: phase (idle, waiting, spawning, clearing, trickle, done, stopped), running, wave, waves, name, spawned, total, alive, waveAlive, killed, escaped, spawnedTotal, nextIn, pool, entities, memoryKb, pattern, style (the same), curve, effect, host, error and the last event payloads.
sp:isAuthority() -> booleanWhether this peer is the one deciding and spawning for this spawner.
sp:alive() -> { id }The entity ids of this spawner's enemies in play.
sp:planWave(n)The wave plan this spawner would follow for wave n (who, when, from where), without spawning anything.

SpawnPoint component (on any entity; not synced)

Its transform is the spot. Every peer has the same scene and only the host reads it.

fielddefaultmeaning
group""Group name. A Spawner's points can name a group instead of single points; the points of one group, sorted by order, make a path.
order0Position along its group's path (lowest first).
kindpointWhich marker it draws: a pad, an area outline, a standing portal ring or a path dot. Every pattern can use every kind.
sizeX0Width of the area in metres (patterns area, sky and burrow pick a random spot inside); 0 = a single spot.
sizeZ0Depth of the area in metres.
showMarkertrueDraw the marker in play as well as in the editor.
colororangeColour of the marker.

Method: point:record() returns { name, pos, sizeX, sizeZ, yaw, group, order, kind }, what the placement maths reads.

Turret component (on any entity; not synced)

fielddefaultmeaning
range10How far the turret reaches, in metres.
interval0.7Seconds between shots.
damage15Damage per shot (SecondWind damage).
damageTypeelectricSecondWind damage type (physical, fire, ice, electric, poison), which picks the hit effect.
only""Only shoot enemies of this spawner (its entity name); empty = any enemy.
colorcyanColour of the turret's head and zap.

PoolReadout component (on any entity; local)

fielddefaultmeaning
spawner""Name of one Spawner to show; empty shows every spawner in the scene.
cornertopLeftWhich corner of the screen it sits in (topLeft, topRight, bottomLeft, bottomRight).
titlespawnerKit poolHeading of the readout.
maxSpawners4Most spawner rows to list.
match""Name of a MatchFlow entity whose round to show (phase and wave); empty shows none.

Method: readout:numbers() returns what it shows: { created, reused, active, pooled, entities, memoryKb, peer }.

Enemy component (added by the pool; you don't add it)

All fields are synced and written by the host.

fielddefaultmeaning
kindgruntEnemy kind id (grunt, runner, brute, flyer, spitter, or one a game defined).
looktoyHow it looks: toy or neon.
activefalseWhether it is in play; false means it is waiting in the pool, hidden.
seq0Bumped by the host each time this entity is spawned; every peer plays the spawn effect when it changes.
uses0How many times this entity has been spawned; above 1 means it was reused from the pool.
spawner""Entity id of the Spawner that spawned it.
spawnerName""Name of that Spawner, for events.
wave0The wave it belongs to (0 for a trickle).
stylepointThe spawn pattern that placed it (the field keeps the older name).
effectsmokeThe spawn effect every peer plays when it appears.
entrance{}How it enters: { pos, from, entrance, duration }.
route{}For the path pattern: the points of the smooth curve it walks, about 0.6 m apart.
behaviorchaseWhat it does once in play: chase players, wander near where it appeared, march its route, or hold still.
speed2.6Walking speed in metres per second (already scaled by the wave's difficulty).
damage10Damage per contact hit (or per shot for a spitter).
aggroRadius0Only chase players within this many metres of home; 0 = any distance.
home{}Centre of the area it guards or wanders in ({x, y, z}).
wanderRadius4How far from home a wandering enemy roams, in metres.
goal{}Where it heads when it has nobody to chase; reaching it counts as escaping ({x, y, z}, empty for none).
lifetime0Seconds before it leaves by itself (reason 'expired'); 0 = never.
goneReason""Why it last left play: killed, escaped, expired, cleared or reset.

Method: enemy:isAlive(), whether it is in play and alive.

spawnerKit.api (local SK = require("spawnerKit.api"))

Wherever a function takes a spawner (sp), it accepts the Spawner's entity, its entity name, or the component.

functionwhat it does
SK.addSpawnPoint(e, opts?) -> SpawnPointMake an entity a spawn point. opts: group, order, kind (point/area/portal/path), sizeX, sizeZ, showMarker, color.
SK.addSpawner(e, opts?) -> SpawnerMake an entity a spawner. Use a SYNCED entity (entity.spawnSynced). opts are any Spawner fields.
SK.addTurret(e, opts?) -> TurretAdd a defence turret that zaps enemies through SecondWind. opts: range, interval, damage, damageType, only, color.
SK.addReadout(e, opts?) -> PoolReadoutAdd the on-screen pool readout. opts: spawner, corner, title, maxSpawners, match.
SK.spawner(x) -> Spawner?The Spawner component of an entity, an entity name, an id or a component; nil when there is none.
SK.start(sp)Start a spawner from wave 1 (asks the host when called elsewhere).
SK.stop(sp)Stop a spawner; enemies already out stay.
SK.reset(sp)Reset a spawner: every enemy back to the pool, back before wave 1.
SK.nextWave(sp)Skip the wait before a spawner's next wave.
SK.spawn(sp, kind?, opts?) -> entity?Spawn one enemy now from a spawner, with its pattern and effect. opts: { point, look, health, speed }. The entity on the host, nil elsewhere.
SK.setPattern(sp, pattern)Swap a spawner's spawn pattern; takes effect from the next spawn.
SK.setStyle(sp, pattern)Older name of SK.setPattern; does the same.
SK.setEffect(sp, effect)Swap a spawner's spawn effect ("auto" follows the pattern).
SK.setCurve(sp, curve)Swap a spawner's difficulty curve.
SK.setWaves(sp, t) -> (ok, errors)Give a spawner waves as a Lua table (replacing its data file); takes effect at its next start.
SK.state(sp)What a spawner is doing (the same on every peer).
SK.isAuthority(sp) -> booleanWhether this peer decides and spawns for a spawner (the host).
SK.despawn(enemy, reason?) -> booleanSend an enemy back to the pool now. reason: "killed", "escaped", "expired" or "cleared" (default). Host only; returns false elsewhere.
SK.alive(sp?) -> { id }The ids of enemies in play: of one spawner, or of every spawner when sp is nil.
SK.isEnemy(e) -> booleanWhether an entity (or id) is a spawnerKit enemy (pooled or in play).
SK.validateWaves(t) -> (ok, errors)Check a wave table (Lua table or resolved waveTable data). Unknown enemy kinds are errors.
SK.planWave(t, n, opts?)Plan wave n of a table without spawning: { wave, name, delay, total, duration, rest, spawns = { { t, kind, point, look, index } }, scale }. opts: { curve = "steady", strength = 1, points = { "North" } }.
SK.loadWaves(ref)Read a waveTable .data asset (from asset.resolve("<name>", "data") or a Field.dataRef) into a plain table.
SK.curve(name, wave, strength?)A difficulty curve's multipliers for one wave: { count, pace, speed, health, damage, rest, level }.
SK.curveSeries(name, waves, strength?)A curve's multipliers for waves 1..n, for graphs.
SK.defineEnemy(id, def)Register an enemy kind for wave data. def: { health, speed, damage, size, hover, range, label, build = function(root, look) -> parts }.
SK.enemyKinds() -> { id }Every enemy kind id, sorted.
SK.poolStats()The pool's counters on this peer: { created, reused, released, active, pooled, peakActive, entities }.
SK.prewarm(kind, n, look?)Make enemies of a kind into the pool ahead of time, until n wait there. Host only.
SK.on(name, fn) -> connListen to a kit event on this peer; conn:Disconnect() stops it.
SK.eventCounts()How many times each event fired on this peer, and the most recent ones.
SK.catalog()Everything the kit offers, labelled: patterns (styles), effects, curves, enemies, looks, events, vocabulary and version.
SK.find(query?) -> { entry }Catalog entries matching labels. Keys: kind, family, genre, tag, id; each a value or a list.
SK.vocabulary()The words the catalog's labels use: kinds, families per kind, genres.
SK.playEffect(id, pos, opts?)Play a spawn effect on this peer at a point. opts: { size, target }.
SK.effectStats()Effect counters on this peer: played, shapes made, shapes reused, live, pooled.
SK.syncReport()Whether every player sees the same enemies. On a non-host peer, its own verdict against the host's latest digest; on the host, the verdict each other peer sent back. Counts missing, extra (duplicates included), duplicate, spawnSpot, drift, wave and peerSpawned problems, each once, with the last few as text.
SK.syncCheck(opts)Tune the cross-peer check: { enabled = true, interval = 2, grace = 1.5, tolerance = 1.5 }.

Constants: SK.VERSION ("1.0.0"), the component assets SK.SPAWNER, SK.SPAWN_POINT, SK.ENEMY, SK.TURRET, SK.READOUT, and the id lists SK.EVENTS, SK.PATTERNS (also SK.STYLES), SK.EFFECTS, SK.CURVES, SK.LOOKS. The pure modules are reachable as SK.waves, SK.curves, SK.placement, SK.pool and SK.util.

Tests

The kit's test suite is spawnerKit. Run it from Luau with:

tools.use("tests", "run", { suite = "spawnerKit" })

Known limits

  • Install order. A package cannot declare its dependencies yet (#2612), and kits an install drags along land only under /source/deps. That is why the kits go in first and spawnerKit last, each with at=/source (Install). Putting all five ids in one call in that order also gave the right layout in a test, but the call answered with an error (HTTP 503) although the files landed, so the README gives three calls.
  • Errors from /source/deps (#19260). The older MatchFlow modules SecondWind pins, left under /source/deps, log errors such as module ~.rules ... has no root to resolve against or module ~.api ... has no root to resolve against when scripts load and on scene rebuilds. They are harmless: the kit and its kits use the copies in /source.
  • Relay ownership fault (#19323). In the editor, after many play restarts in one session, the relay can record a non-existent "peer 0" as the owner of the scene's synced entities and refuse every claim, so no peer is in charge of them. spawnerKit treats an entity nobody owns as the room host's (multiplayer.isHost()), so the waves still run, and a Spawner with matchEntity plays without MatchFlow after 5 s. MatchFlow itself cannot run its round then: it stays in waiting and its wave counter and victory screen never appear. Once, leaving and rejoining the room (multiplayer.leaveRoom then multiplayer.joinRoom) cleared it; another time it did not, and giving the entities new ids did (in edit mode, despawn the scene's synced entities and rebuild the scene). A fresh session, such as a visitor opening the world, starts in a new room and is not affected.
  • Offscreen knows only the host's own camera. Other players' cameras live on their own machines and are never sent. When the target is the host's own player, the offscreen pattern uses the host's real camera (its direction, field of view and aspect). For any other target (another player, or a named entity) it assumes a 60-degree, 16:9 camera looking along the target's facing, so with a free-orbiting camera an enemy can now and then appear inside that player's view. Raise offscreenMargin for more room, or use the ring pattern.
  • Cost per live enemy. SecondWind's Vitals costs roughly 0.05–0.3 ms per live enemy per frame on desktop. Pooled enemies have their health components switched off and cost nothing. Keep maxAlive modest, especially in a browser tab.
  • Simple movement. Enemies move kinematically on the spawner's ground height: no physics, no gravity, no pathfinding around walls. Use open arenas, path curves through gaps, or behavior = "hold" with your own movement. A path curve passes through every one of its points and swings round sharp corners; space the points out for gentle bends.
  • Damage numbers are all or nothing. Lifeline draws floating damage numbers for every enemy on screen or for none (its HUD's showNumbers); a number can drift across a 3D label behind it. The gallery turns them on only while you are inside the arena, so the station labels stay clear.
  • New enemies and setting changes can reach a second player very late, or never (#19353). When a second player joins, what the host creates or changes (a newly spawned enemy, an enemy coming back out of the pool with its new kind, look and active flag, a Spawner's settings and its snapshot) can reach that player about a minute and a half late, or not at all, while the movement of enemies they already have arrives at once. On that player's screen, enemies then appear late or not at all, a reused enemy can stay hidden (or show its old look) while the host has it in play, a pattern, effect or curve change shows up late, and the wave counter and wave events lag behind the host's. It happened again in this release's two-player testing. The kit cannot work around it: every enemy is one synced entity, and its look, entrance and events come from its synced fields.
  • Enemies spawned during play can fail to reach other players (#19280). A synced entity created while the game runs can fail to reach the other players at all, and the log then fills with a warning for every such enemy, every frame. spawnerKit creates a new entity only when the pool has no free enemy of that kind (prewarmed ones included, since prewarm also runs in play); every later spawn reuses one of those. So this hits the first enemies of each kind, and those enemies can then be missing on other players' screens for the rest of the session.
  • What a second player sees (two-player checks). The kit's side holds: in every session only the host created enemies (the other player created none) and no duplicate was ever seen. In the best session (desktop app and a browser tab, the arena alone, three waves from threeWaves.data), the other player saw the same enemies with the same ids at the same spawn spots, live positions 0.1–0.6 m apart on average (worst 1 m, about one network update), and the same wave counters: 6, 9 and 13 on the steady curve. Other sessions were not that clean, so expect any of these on a second player's screen: enemies that arrive late or never, and settings that change late (#19353, #19280); enemies a few seconds behind on a slow machine (a browser tab at 6–10 fps with the full gallery); no spawners at all after a dropped connection (see Lost connection); and no one in charge of the round (#19323). Two kit bugs these checks found are fixed: a peer that was not in charge prewarmed pool enemies of its own when a MatchFlow round started, and a reused enemy could flash at its previous place on the other screen. To see what is happening, SK.syncReport() (and the readout, on both screens) counts missing, extra, duplicate, spawnSpot, drift, wave and peerSpawned problems: every 2 s the host sends every other peer a digest, and each peer compares it with its own view. The readout turns red only for a difference that is still there now (a duplicate or a non-host spawn at once); a difference counts only when it shows in two digests in a row. multiplayer.explain(enemyId, "spawnerKit.Enemy", "active") says why a value is not arriving.
  • Lost connection. When both peers' relay connections dropped at once, the play room came back without the scene's synced objects (spawners, MatchFlow, health rules), and every later Play into that room dropped them again, even with new entity ids. The gallery guards against it: its entrypoint has the room's host recreate any missing shared objects at play start (galleryShared). A game that builds its spawners with entity.spawnSynced in a scene build can do the same.
  • Bandwidth. The gallery, with 23 spawners and 30 to 40 enemies in play, sends about 110 KB/s and 43 messages a second from the host. Most of that is moving enemies' positions and Lifeline's one message per hit (a limit of the health kit, see SecondWind's README); the live curve pens keep their enemies standing still and their turrets slow to keep their share small. A game with one or two spawners and fewer enemies sends far less. Each Spawner publishes its state at most 5 times a second, and otherwise every 2 s.
  • Small screens. From the gallery's start position, the label titles are readable on a phone held sideways, but the one-line subtitles and the live lines under the curve boards are only a few pixels tall there; walk towards a row to read them. On a desktop window every label is readable from the start, below MatchFlow's timer and wave banner.
  • MatchFlow's screens cover the middle between rounds. In the gallery, when the arena's third wave is cleared, MatchFlow's results screen and then its "next match in" panel fill the middle of the screen for about 10 s (its resultsSeconds and breakSeconds), then the next round starts. Set showUi = false on your MatchFlow to draw your own from its state.
  • Web browser. The gallery runs in a browser tab: the models and labels are built and running there, the same as on desktop, and the tab was the host of the two-player session. It runs much slower (about 10 fps against 30 to 40 on desktop with the full gallery), so keep maxAlive modest on the web. In the editor, the Scene view's camera menu must read Active camera in play: if it is set to the editor camera, play keeps drawing from the editor's fly camera and the gallery appears to be empty.
  • Scene rebuilds and old entities. When a build re-places an entity whose component values were changed outside the build, the scene builder can keep the old values or refuse the add. SK.addSpawner, SK.addSpawnPoint, SK.addTurret and SK.addReadout update a component that is already there. If a rebuild still reports already has a 'spawnerKit.…' component, rename that entity in your build.

Version history

  • 1.0.0 — First release: 10 spawn patterns picked with the Spawner's pattern setting (style is its older name and still works), the path pattern walking a smooth curve built with the engine's spline module, 7 spawn effects, 5 difficulty curves, 5 sample enemies in 2 looks and custom kinds, waves as spawnerKit.waveTable data, a shared enemy pool with prewarm and the created-vs-reused readout, five events on every peer, host-authoritative multiplayer with host migration, turrets, and MatchFlow, SecondWind and juiceKit integration. A gallery world shows every pattern, effect and curve live, with a live pen per curve and an arena playing three waves inside a MatchFlow round with its screens on.

Interface

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This asset doesn't declare a schema or structured payload.
⌬ Metadata
descriptionEnemy spawners, waves as data and enemy pooling for multiplayer games: 10 spawn patterns picked with one `pattern` setting (including a smooth curved path), 7 spawn effects, 5 difficulty curves and 5 sample enemies, with a created-vs-reused pool readout and five events. Host-authoritative, built on SecondWind, MatchFlow and juiceKit.

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# Enemy One pooled enemy. The pool adds it, together with SecondWind Vitals and Lifeline health, to a synced entity it creates; you don't add it yourself. The host (the entity's owner) moves the enemy, hurts players through SecondWind and reports when it dies or leaves; every peer builds its look locally from the synced `kind` and `look`, shows or hides it from `active`, and plays its spawn effect when `seq` changes. Remote peers fire `spawned` and `despawned` from these fields; `isAlive()` says whether it is in play and alive.
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# PoolReadout An on-screen readout of the pool and the waves: enemies created versus reused, how many are in play and pooled, the entity count, script memory, each spawner's wave and, optionally, the MatchFlow round. Put it on any scene entity with `SK.addReadout`; it is local UI and needs no sibling components. It reads every Spawner's synced snapshot, so every player sees the host's numbers. Fields: `spawner`, `corner`, `title`, `maxSpawners`, `match`; `numbers()` returns what it shows.
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# SpawnPoint A place enemies can come from. Put it on any plain entity with `SK.addSpawnPoint`; it does not need to be synced, because every peer has the same scene and only the host reads it. Its transform is the spot, `sizeX`/`sizeZ` make it an area, `group` plus `order` chain points into a path, and `kind` only picks the marker it draws. A Spawner finds its points through its `points` field (point or group names) or by a group named after the spawner; the component needs no siblings.
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# Spawner The heart of the kit: says what to spawn, how, how fast and how many may be alive at once, and runs the waves. Put it on a synced entity (`entity.spawnSynced`) with `SK.addSpawner`; the peer that owns that entity decides and spawns and publishes its `snapshot`, and every other peer follows it and fires the same events. It needs no sibling components, but it uses SpawnPoint entities for the placed patterns (players for ring and offscreen) and a waves .data file of the `spawnerKit.waveTable` contract (without one it trickles its `enemy`). Main fields: `pattern` (`style` is its older name), `effect`, `curve`, `waves`, `maxAlive`, `behavior`, `matchEntity`, `showPath`; methods `start`, `stop`, `reset`, `nextWave`, `spawn`, `setWaves`, `getState`.
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# Turret A small defence turret that zaps the nearest enemy in range through SecondWind, so a demo or a tower-defense game kills enemies with no player input. Put it on any scene entity with `SK.addTurret`; it needs no sibling components. Fields: `range`, `interval`, `damage`, `damageType`, `only` (shoot one spawner's enemies) and `color`. Only the host applies the damage; every peer aims the head and draws the zap locally, so turrets send no messages.
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# api The one interface to spawnerKit: `local SK = require("spawnerKit.api")`. Scene builds call `SK.addSpawnPoint`, `SK.addSpawner`, `SK.addTurret` and `SK.addReadout`; game code drives spawners with `SK.start`, `SK.stop`, `SK.reset`, `SK.nextWave` and `SK.spawn`, swaps settings with `SK.setStyle`, `SK.setEffect`, `SK.setCurve` and `SK.setWaves`, listens with `SK.on` and picks options with `SK.find`. It also exposes the curve and wave planners (`SK.curve`, `SK.planWave`, `SK.validateWaves`), the pool (`SK.poolStats`, `SK.prewarm`), custom enemies (`SK.defineEnemy`) and `SK.VERSION`. The package README's Reference lists every function.
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# bus The kit's event bus on each peer: exactly five events (`waveStarted`, `waveCleared`, `spawned`, `despawned`, `allWavesDone`) plus `"*"` for all of them. Games listen through `SK.on`, which is `bus.on`; the Spawner fires events on the host, and the Spawner and Enemy components fire them on the other peers from synced state, so every event fires on every peer. Listeners and counters live in `modules.state()` and survive a hot reload; `counts()` says how often each event fired and lists the last 40.
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# catalog Pure data: every spawn pattern (catalog kind `style`; `find` also takes `kind = "pattern"`), spawn effect, difficulty curve, sample enemy and look, each labelled with `kind`, `family`, `genres` and `tags`, plus the event list and the label vocabulary. The api serves it through `SK.catalog()`, `SK.find(query)` and `SK.vocabulary()`, and the Spawner, enemies and effects modules read their id lists and enemy stats from it. `find({ kind, family, genre, tag, id })` filters by any label, each key taking one value or a list.
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# curves Pure maths for the five difficulty curves (steady, steep, stepped, breather, flat). `at(name, wave, strength)` turns a wave number into `count`, `pace`, `speed`, `health` and `damage` multipliers plus a `rest` flag for breather waves; `series` gives a whole curve for graphs and `scaleCount` rounds a scaled enemy count up. The waves module and the Spawner call it to scale every wave and the trickle; games read it through `SK.curve` and `SK.curveSeries`.
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# effects The seven spawn effects (smoke, portal, beam, dirt, impact, sparkle, none): juiceKit presets played with `scope = "local"`, plus spinning rings, beams and dirt clods from a small local shape pool, and the telegraphs (a shadow, a dirt mound) before sky drops and burrows. The Enemy component calls `play` and `telegraph` on every peer when an enemy's synced spawn counter changes, and the Spawner calls `step` each frame. Games play one directly with `SK.playEffect` and read its counters with `SK.effectStats`.
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# enemies The enemy kinds and their looks: the five sample kinds (grunt, runner, brute, flyer, spitter) built from builtin shapes in the `toy` or `neon` look. The Enemy component calls `build(root, kind, look)` on every peer to make the look as local children of the synced enemy entity, and `setVisible` to hide it while it is pooled; the Spawner and pool read stats with `get`. Games register their own kinds, optionally with their own `build`, through `SK.defineEnemy` (`define`), on every peer.
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# placement Pure maths for where each of the ten spawn patterns puts an enemy and how it enters. `solve(pattern, ctx)` returns the position, where the entrance starts, the entrance kind (`grow`, `drop`, `rise`, `walkIn`) and its duration, plus a route for the path pattern; `entranceAt` gives the position and scale part-way through an entrance. The path pattern's route is a smooth curve: `smoothRoute(points, spacing)` builds a Catmull-Rom spline through a path's points with the engine's spline module (`@builtin::modules.spline`) and samples it about every `spacing` metres, and the Spawner draws the same curve on the ground. The Spawner gathers the context on the host (spawn point records, players, the host's camera) and calls it for every spawn, and the Enemy component plays the entrance and walks the route. `DEFAULT_EFFECT` maps each pattern to the effect `auto` picks.
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# pool The shared enemy pool. `acquire(kind, look)` takes a free enemy of that kind or, when none is free, creates one (a synced entity with the Enemy component and SecondWind Vitals); `release` hides it and parks it underground with its health switched off; `restore` revives and heals it to its new maximum for the next spawn. The Spawner calls it on the host for every spawn and despawn; `stats()` gives the created/reused counters the PoolReadout shows, `prewarm` fills it ahead of time, and `adopt` rebuilds its lists when a peer becomes host. Its state lives in `modules.state()`, so it survives a hot reload.
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# spawnerKit tests 79 tests over every public call of spawnerKit. Run them in edit mode with `tools.use("tests", "run", "spawnerKit")` (or `zero tests run spawnerKit`). They need no player, no camera and no scene of their own. **The front door (`spawnerKit.api`):** - **Constants:** `VERSION`, the five component refs (`SPAWNER`, `SPAWN_POINT`, `ENEMY`, `TURRET`, `READOUT`) and the `EVENTS` / `STYLES` / `EFFECTS` / `CURVES` / `LOOKS` lists, checked against the catalog and the modules. - **Catalog:** `catalog`, `find` and `vocabulary`. - **Curves and waves:** `curve`, `curveSeries`, `validateWaves`, `planWave` and `loadWaves`. - **Building:** `addSpawnPoint`, `addSpawner`, `addTurret` and `addReadout`. - **Control:** `spawner`, `start`, `stop`, `reset`, `nextWave`, `spawn`, `setStyle`, `setEffect`, `setCurve`, `setWaves`, `state`, `isAuthority`, `despawn` and `alive`. - **Enemies and pool:** `isEnemy`, `defineEnemy`, `enemyKinds`, `poolStats` and `prewarm`. - **Events and effects:** `on`, `eventCounts`, `playEffect` and `effectStats`. **The modules:** - **catalog:** `find`, including its errors on unknown keys and kinds, and `get`. - **curves:** all five curves, strength, clamping, `series`, `scaleCount` and the unknown-curve error. - **waves:** `normalize` defaults, every validation error, timing and points, mixed order, scripted waves, looping, `template`, `count` and `plain`. - **placement:** all ten styles (point, area, ring, offscreen with and without the host's camera, path, portal, sky, burrow, trickle, scripted), plus `pickPoint`, `pickPlayer`, `pathPoints`, `entranceAt`, `halfFovH`, `has`, `DEFAULT_EFFECT` and the unknown-style error. - **bus:** exactly the five event names, `on`, `fire`, `"*"`, `Disconnect`, `counts`, `listenerCount` and `resetCounts`. Unknown events raise, and one failing listener does not stop the others. - **util:** rng determinism, `range`, `pick`, `vec` on arrays, xyz tables, vectors and entities, the vector helpers, `splitList`, `faceQuat`, `owns`, `peerId`, `playerBodies` and the point registry. - **enemies:** `define`, `get`, `has`, `ids`, `set`, `palette`, `build` for every kind and look (custom and failing builds included) and `setVisible`. - **effects:** `has` and `play` for all seven effects, the shape pool reused through `step`, `telegraph`, `stats` and the unknown-id error. - **pool:** `acquire` creating and then reusing, `release`, `prewarm`, `restore`, `stats` (created vs reused), `scan` / `register`, `listen` / `reportGone`, `adopt`, `setHealthEnabled`, `beginSession`, `drain` and `resetStats`. **Component methods:** Spawner (`start`, `stop`, `reset`, `nextWave`, `spawn`, `despawnAll`, `setWaves`, `getState`, `isAuthority`, `alive`, `planWave`), `SpawnPoint:record`, `Enemy:isAlive` and `PoolReadout:numbers`. **End to end:** - **Spawning:** a spawner with `autoStart = false` and its own spawn points spawns an enemy exactly on the point. The `spawned` payload is checked field by field. - **Despawning and reuse:** despawning fires `despawned` with reason `cleared`, and the next spawn returns the same entity (`reused` goes up, `created` stays the same). - **Pooling stays flat:** 40 spawn/release cycles plus 5 rounds of 4 at once leave exactly 4 enemies of the kind in the world. - **threeWaves.data:** with the flat curve it plans exactly 6, 7 and 9 enemies. Under the steady curve each count follows `SK.curve("steady", n)` (6, 9, 13), and a curve named in the data wins over the spawner's. ## What edit mode cannot show Tests run in edit mode, where no component `update()` ticks. This peer is still the spawner's authority (an unowned synced entity belongs to the host), so `spawn`, `despawnAll` and `reset` really spawn and release through the pool. But: - The Spawner only publishes its snapshot and registers its pool handler in `update()`. So `getState` is tested on a written snapshot, and `SK.despawn` releases straight to the pool without a `despawned` event (`despawnAll` and `reset` do fire it). - Wave timing (`waveStarted`, `waveCleared`, `allWavesDone` fired by a running spawner) needs play. Those three events are tested through the bus, and `start` is tested through the prewarm it does. `stop` and `nextWave` are checked to leave enemies in play. - Enemy movement, the Turret's shooting and the readout's drawing are not covered. ## Clean-up Every describe installs the same clean-up after each test: - It disconnects listeners, finishes live effect shapes, despawns every entity the test made (all named `skTest_…` and spawned far from the gallery) and every enemy the pool made during the test, then rebuilds the pool's lists from the world and resets the bus counters. - Pool enemies the suite creates are marked temporary, so they are never saved into a scene. - The pool tests use their own enemy kind, `skTestBlob`, so created and reused counts are exact. That kind stays registered until the enemies module reloads, because there is no call to remove a kind. - `Pool.drain` and `Pool.beginSession` are only exercised when every pooled entity in the world is the suite's own; otherwise that test stands down. - The pool's counters are left at zero after the suite (`beginSession` zeroes them again at the start of play anyway).
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# sync Proof that every player sees the same enemies. Each peer that is not in charge sends the host a small digest every 2 s: the active enemies' ids, kinds, spawn spots and positions, each spawner's wave counters, and how many enemies it created itself. The host compares the digest with its own state and sends the verdict back. Read it with `SK.syncReport()`: on the host, one report per other peer; elsewhere, the host's latest verdict about this peer. Each report counts `missing`, `extra` (a duplicate, or an enemy still shown after the host put it back), `spawnSpot`, `drift` (live position more than `tolerance` m apart), `wave` and `peerSpawned` problems, with the last few as text. Tune or switch it off with `SK.syncCheck({ enabled, interval, grace, tolerance })`. The Spawner runs it every frame on every peer, and the PoolReadout shows the verdict on both screens.
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# util Small shared helpers for the kit: a seeded xorshift random stream (so the host's choices repeat), vector maths on plain `{x, y, z}` arrays, and safe engine queries. `owns(e)` decides which peer acts on an entity (offline: this one; an entity nobody owns: the room host), and the module also keeps the spawn point registry (`registerPoint`, `points`), `playerBodies()` and `splitList()`. Every other module and component of the kit requires it; games can reach it as `SK.util`.
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# waveTable (dataType contract) The contract a spawnerKit waves .data file is checked against: an ordered list of waves, each with a name, a delay before it, a gap between spawns, spawn points, an order and a per-wave cap, and either enemy entries (kind, count, gap, points, look, and health and speed multipliers) or an exact `script` of timed spawns, plus a difficulty `curve` and `loop` for the whole table. A Spawner plays one through its `waves` field, and the Lua-table form given to `SK.setWaves` has the same shape. The kit ships `threeWaves.data` as an example; the package README's "Waves as data" section documents every field, its default and how delay, gap, advance and maxAlive work together.
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# waves Waves as data. `normalize` and `validate` check a wave table (a Lua table or a resolved `spawnerKit.waveTable` .data value), name every error by wave and field, and fill in defaults (delay 2, gap 0.8, order inOrder); `plan(table, n, opts)` turns wave n into a timed list of spawns (time, kind, spawn point, look) scaled by the curve. It is pure, with no engine calls, so the plan the host follows is the plan tests read. The Spawner calls it for every wave; games use it through `SK.validateWaves`, `SK.planWave` and `SK.loadWaves` (`fromData`).
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# juice The juiceKit front door: `require("juiceKit.juice")`. `play(name, target, opts)` resolves a preset into its pieces, applies the global intensity, the look and reduce motion, routes each piece by scope (player pieces stay with their player, world pieces go to every peer through `net`), and returns what ran. It also holds the preset registry (`list`, `names`, `get`, `has`, `define`, `remove`), the settings (look, intensity, reduce motion), `stopAll`, `stats` and `_receive`, the handler other peers' messages arrive at. Gameplay code and the gallery call it; the package README documents every call.
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# api The one interface to SecondWind: `local HK = require("SecondWind.api")`. - **Damage:** `damage`, `heal`, `kill`, `revive`, `explode`. - **Configure:** `attach`, `configure`, `setModel`, `setDeathStyle`, `applyPreset`, `setRules`, `endRound`. - **Query:** `state`, `isAlive`, `isDowned`, `config`, `get`, `lifeline`, `all`, `rules`, `ruleValues`, `nameOf`, `isPlayer`, `catalog`, `killFeed`. - **Hooks:** `on` (events) and `setDamageFilter`. Calls on a target this peer does not own are sent to its owner, who checks them (attacker ownership, teams, the damage cap, config permission) before applying them. The package README lists every argument.
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# MatchFlow Runs a whole multiplayer match from one component: the lobby, a 3-2-1-GO countdown, the round with its timer, results, a break, then the next round. Put it on a **synced** entity (`entity.spawnSynced("Match")`); it needs no sibling components. - `format` picks one of eight match types: `timed`, `firstToScore`, `bestOf`, `lastStanding`, `kingOfTheHill`, `race`, `waves`, `turnBased`. Each reads a couple of fields (`roundSeconds`, `targetScore`, `rounds`, `waves`, `turnSeconds`, `turns`). - `countdownStyle`, `resultsScreen`, `resultsLook`, `hudLook` and `lobbyLook` restyle the screens. Set `showUi = false` to draw your own. - The entity's owner is in charge. It runs `MatchFlow.rules` and publishes the match in the synced `snapshot` field. Everyone else follows that snapshot and forwards their reports. If the owner leaves, the lowest remaining peer id takes over from the last snapshot and the match carries on. - Game code reports `addScore`, `setScore`, `knockOut`, `finish`, `clearWave`, `endTurn` and `setOnHill`, and listens to `onStateChanged`, `onCountdown`, `onRoundEnded`, `onMatchEnded`, `onTurn` and `onWave`. ```lua local match = entity.spawnSynced("Match") local m = match.component.add("MatchFlow", { format = "timed", roundSeconds = 30 }) m.events.onRoundEnded:connect(function(e) print(e.winnerName, "wins round", e.round) end) ``` The package README has every format, style, field and the full multiplayer behaviour.
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# Lifeline.api The one module scripts talk to: `damage`, `heal`, `kill`, `revive`, `fire` (projectiles), `on` (events on every peer), `get`/`all`/`isAlive`, `setDamageFilter` (owner-side validation), `setSpawnPicker`, `setStyle`. It routes requests to the owning peer over `multiplayer.send`.
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