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 a project’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
See also
0 of 0 users found this section helpful
If you're familiar with this asset, please consider leaving a review!
Your support is what makes complementary updates possible!