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: $10. The latest store price is $10, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $10 | Latest store price | |
| $10 | 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 Spawn & Wave System for Game Creator 2
- Art & Visuals > UI & GUI
Example Use-Case of Spawn & Waves System:
Your enemies already use GC2 Stats for health. Your combat system deals damage through GC2 Actions. SWS connects the dots.
Add SpawnedEntityTracker to your prefab — that's it. SWS automatically detects GC2 Stats, tracks health changes, and fires events when entities are defeated. No manual wiring. No custom scripts. Enemy spawns → Takes damage → Health reaches zero → Wave updates → Next wave triggers
The entire flow works out of the box because SWS was built specifically for how GC2 games work. Not adapted. Not ported. Built for GC2 from day one.
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Full Online Documentation: Website
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Spawn & Wave System directs enemy waves for Game Creator 2: pooled spawning, wave sequencing, paths, resources — and now boss fights, loot and per-attribute difficulty scaling.
Core:
- SpawnManager with pooling and batching
- WaveDefinition/WaveSequence ans WaveController with 4 timing modes, 6 end conditions and 3 sequence modes
- SpawnPath/PathFollower for patrol or approach routes
- Resource/harvest subsystem
- 5 UI prefabs including a new Boss Health Bar
- Wave Manager monitor window
GC2 integration: 20 Instructions, 12 Conditions and 13 Events (added this cycle: On Boss Spawned, On Loot Rolled).
New this cycle:
- Spawn shapes — Point (unchanged default), Circle, Box and Sphere — with optional NavMesh position validation
- Per-attribute Stat Overrides on SpawnProfile and WaveDefinition (percentage-based), replacing the single StatMultiplier field, which is confirmed to have never had any effect and is now documented as inert
- A core loot/drop table with an On Loot Rolled event (an Inventory bridge was designed but is not built in this release — treat loot as core-only for now)
- SpawnRemember save/load
- Survivor handling on wave end (KeepAlive is the default and matches existing behaviour. Despawn and CarryOver are new options)
- Distance despawn now wired to the previously dead DefeatReason.OutOfBounds
- Boss waves (isBossWave + bossProfile) with a real Boss Health Bar prefab;
- Companion-exclusion filter for SimpleEnemyChaser
Fixed: DefeatAll/DefeatAllFromWave (Despawn All, Abort Wave, Reset Sequence, and the Wave Manager's Defeat All button) now report DefeatReason.Manual instead of Despawn — only noticeable if your project branches logic on the defeat reason.
Works with: Game Creator 2 (Core) and Game Creator 2 Stats — both required.
Examples: install via common Game Creator → Install…