This will help users determine the conditions of their terrains without having to guess their height or slope angle. A Terrain Info section has been added to allow users to quickly see the information of the terrain right from within the Unity Editor using the mouse's position. Terrain Info, Mesh Terrain Support, and Elevation Based SpawningĬrux 2.0 will have mesh terrain support, however, texture spawning will not be possible due to Unity's inability to get mesh terrain's textures. Each Crux Object also has the option to not use the UniStorm Condition feature. The UniStorm Conditions feature is completely optional and can be globally adjust from with the Crux Editor. UniStorm conditions are set for each Crux Object. These include weather, time, and season, with more conditions coming. UniStorm conditions allow an object to only spawn if the current UniStorm conditions are met. With a Crux Object, users will be able to assign a prefab to spawn, adjust the spawning condtions, and spawning settings. A Crux Object will be explained below.Ĭrux Objects are similar to how users created spawnable objects previously except, each spawnable object will have its own editor as a scriptable object. All users have to do to assign their spawnable objects, is apply a Crux Object. Instead of creating a new sub-editor for each created object, there is a list for each category. It's similar to the previous version, but a lot more organized. Here's the new Crux 2.0 Editor, which is still a work in progress. It's essentially a very similar approach to the previous method, except each spawnable object will have its own editor. With Crux 2.0, users will be able to use ScriptableObjects for handling their spawning objects. This also meant more limitations to additional features and conditions that could be added. The reason a rewrite was needed is that I saw a lot of limitations with all of the spawnable objects being stored directly in the Crux Editor. While I was figuring out the direction to take with Crux 1.2 and which features to add, I decided to rewrite the system with Crux 2.0. That way any currently active AI objects in the vicinity of the player will stick around until they get culled due to distance.ĮDIT EDIT: Or perhaps add an option so AI can only spawn inside specific volumes.Ī lot of users have been asking for more information on Crux 1.2. The same set of terrain textures are used on both sides of the river, but each race should only spawn in their own area.Īnything immediately wrong with this idea - I haven't tested it yet - or is there perhaps a simpler approach I've not thought of?ĮDIT: Or in fact keep all the systems active at the same time, but with an option to disable spawning of new AI from specific systems. Specific use case: goblins live on the left bank of a river, elves live on the right bank. Ideally, only one of the Crux systems should be active at any given time. Would having multiple Crux systems in a scene cause any issues? The reason I might be interested in this is to have different spawning logic depending on the location of the player gameobject, so Crux systems would be activated and deactivitated by trigger zones. Example: a nest or home base of creatures/enemies. It would be great if we could define biomes (spawn areas) using something other than terrain textures. This allows AI to stay inactive when not close enough to help increase performance. If the player is out of the customizable range, the AI within the said node will be deactivated until the player is within range. The Nodes Spawn Type option will spawn all AI groups to nodes.This option is helpful for those who want AI to continue to be active even though they might not be visible or near the player. They will remain active as long as they don't leave Crux's despawn radius. The Standard Spawn Type option will simply spawn AI around the player.I bought Crux and now have a better understanding of the differences between Node and Standard spawn modes from reading the inline help text: I'd like to set it up so that there are X number of monsters on an island and once they destroyed, no more will spawn on that island. Is that possible, or do I have to use terrain textures to define the biomes to contain the AI?Īlso, I'm not totally clear on the spawn limits. This would allow me to have specific areas/clusters occupied by that AI. My initial assumption was that I could place game objects ("nodes") in my scene and AI would be spawned around those nodes once my player was within range. I'm trying to better understand how the node spawning works before I purchase Crux.
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