The Spawn on Area behavior will generate a duplicated version of your specified object within a selected area. The spawned child object will be a replica of the parent object at the project start state, meaning it will not take into account any recent changes or adaptations to the current state of the parent object.
This is the object you want to spawn.
This is the rectangular area that you want your object to spawn within. You can drag and create an area within the visual selector
The < icon will open the spawn area input fields allowing you to manually enter coordinates for the spawn area. If you select an area visually, this will automatically be populated.
This toggle switches the spawn area to use coordinates relative to the the entire scene world rather than the specific object. For more information on screen coordinates see the documentation on the Canvas.
The number of object to spawn each time the behavior is executed.
|# Alive Objects||
The maximum number of spawned objects that can exist in your scene at any given time. Once this number is met, no more objects can be spawned.
The amount of randomness in the position of each spawned object. 0% means there is no randomness to the objects placement, and they could stack on top of each other (if they are not affected by physics). 100% is completely random, the objects will spawn anywhere within the spawn area, never touching another.
With the recycle toggle on, older spawned objects will be removed automatically one at a time as soon as the specified # Alive objects us met.
This outputs the Object ID.
The spawn on area behavior can be used to generate enemies randomly on your screen within a specified area.