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Sample Scenes

Three scenes ship with Massive Swarm System. Each shows a different configuration of the same core components: no new gameplay modes, just progressively more complex setups to copy from.

Open any scene from Assets/MassiveSwarmSystem/Samples/FullDemo/Scenes/ and press Play.

MSS Agent Archetype Sandbox

A flat tuning lane for dialing in one archetype's feel. Agents spawn at one end, travel the length of the lane past a few obstacles, get recycled at the far end, and respawn back at the start, so the swarm keeps moving while you edit values.

What's in it: A SwarmRectSpawner at the start (point A) driven by a SwarmSpawnerDirector in Maintain Population mode; a Capsule target at the far end (point B); a SwarmArrivalZone at B that returns arriving agents to the pool; and a row of obstacle cubes mid-lane on the Obstacle layer. It runs on its own MSS Sandbox SwarmSettings and MSS Sandbox Archetype (both under Samples/FullDemo/Settings/), with the stats overlay on.

Use it when: You want to watch how one archetype moves, spaces out, and rounds obstacles while you tweak its Behavior and Movement profiles in the Inspector during Play. Because the lane keeps a steady stream of agents on screen, each change shows its effect on the next wave without restarting.

MSS Pyramid Level

A multi-level Egyptian environment where a player character (Egypt Player) is the swarm target. The SwarmSpawnerDirector maintains up to 1000 agents continuously. A baked Surface Flow Field lets agents navigate the stepped pyramid geometry and routing around obelisks and ruins.

What's in it: Pyramid steps, obelisks, fire pits, stairs, and a ruins floor — all baked to plain meshes (the source was authored in ProBuilder but the shipped scene has no ProBuilder dependency). The player is a SwarmTarget that moves freely. A Cinemachine virtual camera follows the player.

Use it when: You want to see how the Surface Flow Field handles multi-level terrain, or you need a reference for a player-chasing horde scene with high agent counts.

MSS Tower Defense

A level where the swarm continuously attacks a set of static destructible targets — a hearth structure and multiple turrets — rather than a moving player. A SwarmSpawnerDirector drives a single SwarmRectSpawner from one end of the map.

What's in it:

  • MSS Base Hearth — the primary SwarmTarget, a destructible structure with a health pool. Agents make this their primary destination.
  • MSS Turrets — additional SwarmTarget objects arranged across the level. Each turret has its own health pool and a ProjectileWeapon component — a self-contained ranged weapon that finds the nearest targetable agent and fires pooled projectiles at it.
  • A baked Surface Flow Field covering the play area (46 × 69 cells, 1-unit cell size) guides agents around the level geometry.
  • Three Cinemachine virtual cameras provide different view angles.

This scene has no player character. The swarm pursues static targets, and the turrets deal damage back via projectiles.

Use it when: You want a reference for a target-defense setup — multiple SwarmTarget objects on non-player entities, combined with the Surface Flow Field for structured environments.

Adapting Tower Defense for your project

The hearth and turrets are standard GameObjects with SwarmTarget and DestructibleCombatTarget (a sample-only helper script). Replace them with your own structures — anything with a SwarmTarget component becomes a valid swarm destination.