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…
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:
- Lifeline, MatchFlow and juiceKit:
zeromind_install guid=7b85ce05-3903-4374-b654-2d4ffea295a5,31cf13b4-df7d-4888-85e2-7947a7301614,eed55f6d-afaf-4767-83c5-539ef91e0dc5 at=/source - SecondWind (it builds on Lifeline and MatchFlow, so it finds them from step 1):
zeromind_install guid=5da0a53c-5953-4adc-80fb-f5afb02f6568 at=/source - 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). patternis the setting's name.styleis its older name and still works:style = "sky"inSK.addSpawneroptions sets the pattern,SK.setStyleisSK.setPattern, and a pattern id written straight into the Spawner'sstylefield is used instead ofpattern(leavestyleempty to letpatterndecide).- Swapping the curve changes the waves. In the Use it example, change
curve = "steady"tocurve = "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;breathergives 6, 9 and 14, andflatorsteppedgive 6, 7 and 9 (stepped's first step up comes at wave 4).SK.setCurvewhile 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
curvefield: a wave's owncurve, then the table'scurve, then the field. That is why the example data (like the kit'sthreeWaves.data) leavescurveempty (""): the Spawner'scurvefield andSK.setCurvedecide. 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)
| id | label | family | what it does | effect on auto | settings | tags | genres |
|---|---|---|---|---|---|---|---|
point | Spawn point | placed | Each enemy appears exactly on one of the spawner's spawn points, picked in turn or at random. | smoke | points, pointOrder | classic, predictable, doors | waveShooter, arena, towerDefense, hordeMode, coop |
area | Random in area | placed | Each enemy appears at a random spot inside a spawn point's box (sizeX by sizeZ), so a field fills up unevenly. | sparkle | points | scattered, organic | hordeMode, survival, arena, roguelike |
ring | Ring around player | aroundPlayer | Enemies appear on a circle of ringRadius metres around a player and close in from every side. | smoke | ringRadius, target | surrounded, pressure, vampire-survivors | hordeMode, survival, bulletHell, roguelike |
offscreen | Just off screen | aroundPlayer | Enemies appear just beyond the edge of the target player's view and walk in, so nobody sees them pop in. | none | offscreenMargin, target | endless, seamless, never-seen-appearing | hordeMode, survival, bulletHell, roguelike |
path | Along a path | route | Enemies 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). | none | points, pathSpread, showPath | lanes, conveyor, marching, curved | towerDefense, platformer, arena |
portal | Out of a portal | entrance | A swirling portal opens on a spawn point and each enemy steps out of it, growing from nothing. | portal | points | magic, rift, gate | arena, waveShooter, boss, roguelike |
sky | Drop from the sky | entrance | A shadow marks the spot, then the enemy falls from skyHeight metres and lands with an impact. | impact | skyHeight, points | drop-pod, airborne, telegraphed | arena, waveShooter, survival, coop |
burrow | Burrow up from the ground | entrance | The ground bulges, dirt bursts out and the enemy rises out of the floor from burrowDepth metres down. | dirt | burrowDepth, points | zombies, underground, creepy | hordeMode, survival, arena, towerDefense |
trickle | Endless trickle | timing | No waves: one enemy every 1/rate seconds, forever (or until total), never more than maxAlive at once. Difficulty climbs every trickleStep spawns. | smoke | rate, maxAlive, total, trickleStep | endless, steady-stream, no-waves | survival, hordeMode, towerDefense |
scripted | Scripted wave table | timing | Every spawn is written down: in each wave's script list, the second it happens, the enemy and the spawn point. Nothing is random. | beam | waves | authored, exact, set-piece | waveShooter, 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.
| id | label | family | what it does | juiceKit presets | tags | genres |
|---|---|---|---|---|---|---|
smoke | Puff of smoke | classic | A round puff of smoke and a pop-in squash. | vfxSmoke, popIn | cartoon, ninja, poof | arena, waveShooter, platformer, coop |
portal | Portal swirl | magic | A purple ring spins open on the ground, magic sparks burst out, and the enemy grows out of it. | vfxMagic, popIn | magic, purple, swirl | arena, roguelike, boss |
beam | Sci-fi beam-in | scifi | A tall cyan beam of light drops onto the spot, crackles, and the enemy materialises inside it. | vfxZap, popIn | teleport, cyan, energy | waveShooter, arena, bulletHell |
dirt | Dirt burst | ground | Clods of dirt and dust burst up out of the ground where the enemy surfaces. | vfxDust, jellyWobble | earth, rubble, zombies | hordeMode, survival, towerDefense |
impact | Landing impact | impact | A dust ring, a ground shockwave and a short shake that nearby players feel. | landingHard | heavy, shockwave, shake | arena, survival, boss, coop |
sparkle | Sparkle pop | magic | A bright pop with a burst of magic sparkles, juiceKit's own spawn combo. | spawn | cute, friendly, light | platformer, arena, coop |
none | No effect | none | Enemies simply appear. Cheapest, for very large hordes. | none | quiet, performance | towerDefense, 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)
| id | label | family | what it does | tags | genres |
|---|---|---|---|---|---|
steady | Steady | linear | Every wave a little harder than the last: +15% enemies, +12% health, +6% pace per wave. | gentle, fair, predictable | waveShooter, towerDefense, coop, arena |
steep | Steep | exponential | Grows by a percentage each wave (x1.32 enemies, x1.28 health), so wave 8 is a wall. | brutal, runaway, short-runs | hordeMode, survival, roguelike, bulletHell |
stepped | Stepped plateaus | stepped | Three waves at the same level, then a big jump: room to learn each tier before the next. | tiers, chapters, learnable | towerDefense, arena, waveShooter |
breather | With breather waves | rhythm | Climbs a little faster than steady, but every fourth wave is a breather: half the enemies at a gentle pace. | pacing, rest, intense | coop, hordeMode, waveShooter, survival |
flat | Flat | flat | Every wave exactly as written in the data. For hand-tuned tables. | exact, tuning, tests | towerDefense, boss, arena |
Sample enemies (kind)
| id | label | family | what it does | health / speed / damage / size | tags | genres |
|---|---|---|---|---|---|---|
grunt | Grunt | melee | The everyday foot soldier: walks at the nearest player and hits on contact. | 40 / 2.6 / 10 / 0.9 | basic, walker | waveShooter, hordeMode, arena, towerDefense |
runner | Runner | fast | Small and quick: twice as fast as a grunt with half the health. | 20 / 5.2 / 6 / 0.6 | fast, fragile, swarm | hordeMode, survival, arena |
brute | Brute | heavy | Big, slow and hard to put down: five grunts' worth of health and a heavy hit. | 200 / 1.5 / 25 / 1.6 | tank, slow, big | arena, towerDefense, boss, coop |
flyer | Flyer | flying | Hovers two metres up and swoops at players, ignoring the ground. | 30 / 3.6 / 8 / 0.7 | hover, airborne, drone | waveShooter, bulletHell, arena, survival |
spitter | Spitter | ranged | Stops eight metres away and lobs damage at the nearest player every two seconds. | 35 / 2.2 / 7 / 0.85 | ranged, keeps-distance | waveShooter, 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)
| id | label | what it does | tags | genres |
|---|---|---|---|---|
toy | Toy | Bright plastic shapes with big round eyes. | bright, plastic, friendly | platformer, arena, coop, towerDefense |
neon | Neon | Dark bodies with glowing edges and eyes, readable at night and on dark arenas. | glowing, dark, synthwave | waveShooter, 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
| field | default | meaning |
|---|---|---|
curve | "" (none) | Difficulty curve for the whole table: steady, steep, stepped, breather, flat. Beats the Spawner's curve. |
loop | false | After 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[] | required | The waves, in order. At least one. |
waves[].name | "Wave <n>" | Shown in events and the readout. |
waves[].delay | 2 | Seconds of waiting before this wave starts (see below for when the wait begins). |
waves[].gap | 0.8 | Seconds between two spawns of this wave, divided by the curve's pace. |
waves[].points | spawner's points | Spawn point names (or group names) the wave's spawns cycle through, in turn. |
waves[].order | inOrder | inOrder: 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[].maxAlive | 0 (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[].kind | required | Enemy kind id: grunt, runner, brute, flyer, spitter or one you defined. |
waves[].enemies[].count | 1 | How many; multiplied by the curve's count and rounded up (never below 1 when above 0). |
waves[].enemies[].gap | the wave's gap | Seconds before each of this entry's spawns (divided by pace). |
waves[].enemies[].points | the wave's points | Spawn points for this entry only. |
waves[].enemies[].look | the Spawner's look | toy or neon. |
waves[].enemies[].health | 1 | A multiplier on the kind's health (on top of the curve and healthScale). |
waves[].enemies[].speed | 1 | A multiplier on the kind's speed (on top of the curve and speedScale). |
waves[].script[].at | 0 | Seconds after the wave starts (after its delay). Not scaled by the curve's pace. |
waves[].script[].kind | required | Enemy kind id. |
waves[].script[].point | the wave's points, in turn | Spawn point name (or group name). |
waves[].script[].look | the Spawner's look | toy 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
start()(orautoStart, or the MatchFlow round starting) waits wave 1'sdelay, then wave 1 begins and fireswaveStarted.- The wave's spawns happen on a timetable: the first at 0 s, each next one a
gaplater (the entry'sgapif it has one), divided by the curve's pace. maxAlivecaps how many of this spawner's enemies are alive at once (the wave's ownmaxAlivereplaces 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.- When the last spawn is out,
advancedecides when the next wave'sdelaystarts counting:cleared(default): once every enemy of this wave is gone. Waves never overlap.timer: right away. Waves can overlap; each still fires its ownwaveClearedwhen its enemies are gone.
- A wave is cleared when all its spawns are out and none of its enemies is alive; that fires
waveCleared(and calls MatchFlow'sclearWave()whenmatchEntityis set). Clearing the last wave firesallWavesDone. - How many waves run: the table's length, or
wavesToRunwhen it is above 0. A looping table withwavesToRun = 0is endless (itswavescount is 0 in events andallWavesDonenever fires). - After
allWavesDone,restartDelay(≥ 0) starts the spawner again from wave 1 after that many seconds; -1 never does. With amatchEntity, 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:
| curve | count | pace | speed | health | damage |
|---|---|---|---|---|---|
steady | 1 + 0.15n | 1 + 0.06n | 1 + 0.04n | 1 + 0.12n | 1 + 0.05n |
steep | 1.32^n | 1.12^n | 1.06^n | 1.28^n | 1.15^n |
stepped (level L = floor((wave - 1) / 3) × strength) | 1 + 0.6L | 1 + 0.25L | 1 + 0.12L | 1 + 0.5L | 1 + 0.2L |
breather, normal wave | 1 + 0.2n | 1 + 0.08n | 1 + 0.05n | 1 + 0.15n | 1 + 0.06n |
breather, every 4th wave (rest) | 0.5 + 0.05n | 0.7 | 1 | 0.9 + 0.08n | 1 |
flat | 1 | 1 | 1 | 1 | 1 |
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):
| wave | steady | steep | stepped | breather | flat |
|---|---|---|---|---|---|
| 1 | 1.00 (1.00) | 1.00 (1.00) | 1.00 (1.00) | 1.00 (1.00) | 1 |
| 2 | 1.15 (1.12) | 1.32 (1.28) | 1.00 (1.00) | 1.20 (1.15) | 1 |
| 3 | 1.30 (1.24) | 1.74 (1.64) | 1.00 (1.00) | 1.40 (1.30) | 1 |
| 4 | 1.45 (1.36) | 2.30 (2.10) | 1.60 (1.50) | 0.65 (1.14) rest | 1 |
| 5 | 1.60 (1.48) | 3.04 (2.68) | 1.60 (1.50) | 1.80 (1.60) | 1 |
| 8 | 2.05 (1.84) | 6.98 (5.63) | 2.20 (2.00) | 0.85 (1.46) rest | 1 |
| 10 | 2.35 (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
prewarmfield makes that many enemies of the first wave's first kind (or the trickle'senemy) when it starts, so the first wave reuses instead of creating.SK.prewarm(kind, n, look)tops the free pool of a kind up ton, 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 fromSK.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, withmatch, 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).
| event | when | payload keys |
|---|---|---|
waveStarted | A wave began. | spawner, spawnerName, wave, waves, name, total, rest, scale (scale = { count, pace, speed, health, damage }) |
waveCleared | Every enemy of a wave was spawned and is gone. | spawner, spawnerName, wave, waves, name, killed, escaped, seconds |
spawned | An enemy appeared. | spawner, spawnerName, enemy, kind, look, pattern, style (the same as pattern), effect, wave, position, reused |
despawned | An enemy left play and went back to the pool. | the spawned keys plus reason: killed, escaped, expired, cleared or reset |
allWavesDone | The last wave was cleared. | spawner, spawnerName, waves, killed, escaped, seconds |
enemyis the enemy's entity id;positionis where it appeared ({x, y, z}), indespawnedtoo;reusedis true when it came from the pool;waveis 0 for a trickle or a manual spawn.wavesis the number of waves the spawner will run, 0 for an endless one.secondsis from the wave's start (or, inallWavesDone, fromstart()) to the clear.- In
waveCleared,escapedcounts every enemy of the wave that was not killed. InallWavesDone,killedandescapedare the run's totals (escapedthere 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/despawnedwhen an enemy's synced spawn counter oractiveflag 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.addSpawnerwarns 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
kindandlook, shows or hides it fromactive, and plays the spawn effect locally (juiceKitscope = "local") when the enemy's spawn counterseqchanges, 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
snapshotfield 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,nextWaveandspawncalled on a peer that is not in charge are sent to the host on the channelspawnerKit:<entityId>(the Spawner's entity id) and carried out there.despawnAll,SK.despawnandSK.prewarmact only on the host; the setters (setPattern,setStyle,setEffect,setCurve,setWaves) write the Spawner's synced fields and are not forwarded, so call them whereSK.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(withautoStarton); - each cleared wave calls the match's
clearWave(), so awavesround withwaves = 3ends in victory when the third wave is cleared; - when the round leaves
playing, the spawner resets: every enemy back to the pool (despawnedwith reasonreset), ready for the next round.restartDelayis 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, reasonkilled).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 syncedSecondWind.Rulesentity in the scene. healthBarsdraws 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.
| field | default | meaning |
|---|---|---|
pattern | point | The 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. |
effect | auto | Spawn effect every player sees: smoke, portal, beam, dirt, impact, sparkle or none; auto picks the pattern's own. |
curve | steady | Difficulty curve: steady, steep, stepped, breather or flat. A curve named in the wave data wins. |
curveStrength | 1 | How hard the curve bites: 1 as designed, 0 flat, 2 twice as steep. |
waves | none | A .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. |
wavesToRun | 0 | How many waves to play: 0 = every wave in the table (endless when it loops). |
loop | false | After the last wave, start the table over, harder each time (the curve keeps climbing). |
enemy | grunt | Enemy 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). |
look | toy | How 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. |
pointOrder | cycle | When a spawn names no point: take the points in turn, or at random. |
target | nearest | Whom ring and offscreen spawn around: nearest, random, each (in turn), or the name of an entity. |
rate | 1 | Trickle: spawns per second. |
maxAlive | 12 | Most enemies of this spawner alive at once; a spawn waits until one is gone. 0 = no limit. |
total | 0 | Trickle: stop after this many spawns (0 = endless). |
trickleStep | 10 | Trickle: the difficulty curve goes up one level every this many spawns. |
advance | cleared | When the next wave's delay starts: once this wave is cleared, or once it has finished spawning. |
autoStart | true | Start by itself when play begins (or when the MatchFlow round starts); when false, call start(). |
restartDelay | -1 | Seconds after the last wave is cleared before the spawner starts again from wave 1; -1 = never (a MatchFlow round restarts it instead). |
behavior | chase | What spawned enemies do: chase players, wander near where they appeared, march (path pattern), or hold still. |
aggroRadius | 0 | Enemies only chase players within this many metres of the spawner; 0 = any distance. |
wanderRadius | 4 | How 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. |
lifetime | 0 | Seconds an enemy stays before leaving by itself (reason 'expired'); 0 = never. |
healthBars | true | Draw Lifeline's health bar over each enemy. |
healthScale | 1 | Multiplies every enemy's health, on top of the curve. |
speedScale | 1 | Multiplies every enemy's speed, on top of the curve. |
damageScale | 1 | Multiplies every enemy's damage, on top of the curve. |
ringRadius | 9 | Ring pattern: distance from the player, in metres. |
offscreenMargin | 4 | Offscreen pattern: how far past the edge of the view, in metres. |
offscreenDistance | 14 | Offscreen pattern: distance from the player, in metres. |
skyHeight | 9 | Sky pattern: drop height, in metres. |
burrowDepth | 1.6 | Burrow pattern: how deep they start, in metres. |
pathSpread | 0.6 | Path pattern: sideways jitter so a column does not walk in single file, in metres. |
showPath | true | Path 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). |
prewarm | 0 | Make this many enemies of the first kind into the pool before the first spawn. |
seed | 1 | Seed 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
| method | what 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() -> boolean | Whether 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.
| field | default | meaning |
|---|---|---|
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. |
order | 0 | Position along its group's path (lowest first). |
kind | point | Which marker it draws: a pad, an area outline, a standing portal ring or a path dot. Every pattern can use every kind. |
sizeX | 0 | Width of the area in metres (patterns area, sky and burrow pick a random spot inside); 0 = a single spot. |
sizeZ | 0 | Depth of the area in metres. |
showMarker | true | Draw the marker in play as well as in the editor. |
color | orange | Colour 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)
| field | default | meaning |
|---|---|---|
range | 10 | How far the turret reaches, in metres. |
interval | 0.7 | Seconds between shots. |
damage | 15 | Damage per shot (SecondWind damage). |
damageType | electric | SecondWind 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. |
color | cyan | Colour of the turret's head and zap. |
PoolReadout component (on any entity; local)
| field | default | meaning |
|---|---|---|
spawner | "" | Name of one Spawner to show; empty shows every spawner in the scene. |
corner | topLeft | Which corner of the screen it sits in (topLeft, topRight, bottomLeft, bottomRight). |
title | spawnerKit pool | Heading of the readout. |
maxSpawners | 4 | Most 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.
| field | default | meaning |
|---|---|---|
kind | grunt | Enemy kind id (grunt, runner, brute, flyer, spitter, or one a game defined). |
look | toy | How it looks: toy or neon. |
active | false | Whether it is in play; false means it is waiting in the pool, hidden. |
seq | 0 | Bumped by the host each time this entity is spawned; every peer plays the spawn effect when it changes. |
uses | 0 | How 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. |
wave | 0 | The wave it belongs to (0 for a trickle). |
style | point | The spawn pattern that placed it (the field keeps the older name). |
effect | smoke | The 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. |
behavior | chase | What it does once in play: chase players, wander near where it appeared, march its route, or hold still. |
speed | 2.6 | Walking speed in metres per second (already scaled by the wave's difficulty). |
damage | 10 | Damage per contact hit (or per shot for a spitter). |
aggroRadius | 0 | Only chase players within this many metres of home; 0 = any distance. |
home | {} | Centre of the area it guards or wanders in ({x, y, z}). |
wanderRadius | 4 | How 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). |
lifetime | 0 | Seconds 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.
| function | what it does |
|---|---|
SK.addSpawnPoint(e, opts?) -> SpawnPoint | Make an entity a spawn point. opts: group, order, kind (point/area/portal/path), sizeX, sizeZ, showMarker, color. |
SK.addSpawner(e, opts?) -> Spawner | Make an entity a spawner. Use a SYNCED entity (entity.spawnSynced). opts are any Spawner fields. |
SK.addTurret(e, opts?) -> Turret | Add a defence turret that zaps enemies through SecondWind. opts: range, interval, damage, damageType, only, color. |
SK.addReadout(e, opts?) -> PoolReadout | Add 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) -> boolean | Whether this peer decides and spawns for a spawner (the host). |
SK.despawn(enemy, reason?) -> boolean | Send 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) -> boolean | Whether 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) -> conn | Listen 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 withat=/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 asmodule ~.rules ... has no root to resolve againstormodule ~.api ... has no root to resolve againstwhen 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 withmatchEntityplays without MatchFlow after 5 s. MatchFlow itself cannot run its round then: it stays inwaitingand its wave counter and victory screen never appear. Once, leaving and rejoining the room (multiplayer.leaveRoomthenmultiplayer.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
offscreenMarginfor more room, or use theringpattern. - 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
maxAlivemodest, 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,
pathcurves through gaps, orbehavior = "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
activeflag, 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 withentity.spawnSyncedin 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
resultsSecondsandbreakSeconds), then the next round starts. SetshowUi = falseon 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
maxAlivemodest 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.addTurretandSK.addReadoutupdate a component that is already there. If a rebuild still reportsalready 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
patternsetting (styleis 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 asspawnerKit.waveTabledata, 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.
Scoped to this part · feeds back into the world's score.