Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $26. The latest store price is $26, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $26 | Latest store price | |
| $26 | Unity First Price 2026-06-20 2026-06-27 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Modular Wave System
- Art & Visuals > UI & GUI
Designed to cover everything from classic wave progression to Survivors-style modes, it gives you full control over pacing, difficulty, and spawning behavior through inspector-driven configuration and event-based logic.
Core Features
Two Complete Wave Systems
Classic Wave System (WaveManagerDefault)
Traditional, structured wave progression.
- Sequential waves with configurable delays
- Boss waves with dedicated spawn areas
- Multiple spawn patterns: Random, Circle, Circle Around Player, Line, ...
- Clear wave lifecycle events (start / clear / stage end)
Survivors-Like System (WaveManagerSurvivors)
Continuous, time-based horde gameplay.
- Dynamic enemy spawning with scalable spawn rate
- Difficulty progression driven by animation curves
- Elite enemies with configurable spawn chances
- Periodic/Defined boss spawning
- Automatic cleanup of enemies far from the player
Visual Spawn Area System
Define exactly where and how enemies appear.
Spawn Areas
- Sphere or Box areas
- Scene view gizmo visualization
- Randomized positions inside each area
- Multiple areas per wave manager
Spawn Patterns (Classic System)
- Random inside area
- Circle around area center
- Circle around player
- Line-based spawning
- Grid
- Statr
- V Formation
Clean & Decoupled Architecture
Built to integrate easily with any project.
Generic Character Handling
- WaveCharacter component to mark players and enemies
- Event-based death handling (OnDeath)
- No dependency on specific character controllers
- Compatible with any health or damage system
Object Pooling
- Automatic pooling for spawned enemies
- Configurable initial and max pool sizes
- Minimizes Instantiate / Destroy calls and GC spikes
Event-Driven Design
- C# events for all wave, enemy, boss, and game states
- Easy integration with custom systems
- No framework or gameplay lock-in
Game Creator 2 Integration
A full integration layer for Game Creator 2 right from the start!
Packed with Conditions, Instructions, Triggers and Get Properties to keep all your workflow on GC2's Visual Scripting
All GC2 elements use consistent categories and custom icons for easy discovery.
UI Components Included
Perfect For
- Arena combat games
- Roguelikes & Roguelites
- Survivors-like games
- Action RPG encounters
- Horde modes
- Boss rush and challenge rooms
Quick Setup
1. Add SpawnArea components to your scene
2. Create WaveData or GameConfiguration assets
3. Drop WaveManagerDefault or WaveManagerSurvivors into the scene
4. Assign spawn areas
5. Start the wave via code or GC2 Instruction
6. Hook into C# events or GC2 Triggers
Why Choose This System?
✔ Two full wave systems in one package
✔ Visual spawn areas
✔ GC2-friendly but not GC2-locked
✔ Event-driven and modular
✔ Production-ready and optimized
✔ Clean inspectors
Includes
Runtime Systems
- WaveManagerDefault
- WaveManagerSurvivors
- WaveCharacter
- SpawnArea
- ObjectPool
Configuration Assets
- WaveData
- GameConfiguration
- EnemySpawnData
- BossData
UI
- WaveDefaultUI
- WaveSurvivorsUI
Game Creator 2 Integration
- Instructions, Conditions, Property Gets, Triggers
Documentation
- Text Documentation
- API reference