Asset pending release
Documentation is a draft, and does not relate to the preview version.
1.Spline Spawner
Thank you for licensing Spline Spawner!
- Feedback and suggestions can be made in the forum thread: Spline Spawner
Support and access to feature suggestions can be found on the Discord server
Notes:
This asset can potentially spawn thousands of individual objects. It falls within the engine’s responsibility to optimally manage the memory and rendering impact of them. In URP, ensure you are using the GPU Resident Drawer. Or otherwise use third-party mesh combining or instanced rendering tools.
Known issues
- Editing the “Mask Layer” names does not correctly save the changes after restarting the editor.
- Creating multiple Splines through script for a container causes some index-out-of-range errors. Because the deletion and creation of splines happens all at once.
Potential improvements
- Mode to select the prefab for spawning in sequence (A->B->C->A->B->C-etc..)
- Ability to set a prefab’s forward direction (Z-axis is always assumed)*
- Option to set the pivot point position used for spawning (Original/Center/Back)*
- Masking, further performance improvements by only processing spawners that intersect with the mask
- Masking, checking every corner of an object’s bounds against masks, rather than just the pivot point.
* These features unfortunately open up quite a can of worms, so require further R&D
Version 2 wishlist (TBD)
These feature are large in impact, and warrant considerable development. As such, they are considered for a Version 2 as a paid upgrade. At this time, that is not actively in the works.
- Full conversion to GPU processing, absolute best performance and allows for processing terrain layers
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