Core Setup¶
Reference for the core components and ScriptableObjects that every scene needs. The Getting Started walkthrough covers the fast path; this section is the reference you return to when tuning.
What lives in Core Setup¶
A working swarm is two components in the scene plus a small stack of configuration assets.
In the scene:
| Topic | What it is |
|---|---|
| Swarm Manager | The single component that owns the simulation. One per scene. It requires a SwarmVisualManager, which Unity adds alongside it and which you rarely touch. |
| Targets | The SwarmTarget component on whatever the swarm should chase. |
In your project folder, as assets:
| Topic | What it is |
|---|---|
| Swarm Settings | Capacity, grounding, body blocking, LOD and dormancy. One asset per manager, so scenes can share it or each keep their own. |
| Swarm Agent Archetype | One asset per enemy type. Binds prefab, radius, push resistance, and the behavior, movement and attack profiles. |
| Swarm Movement Profile | Speed, acceleration, turn rate, and how agents choose their facing. |
| Attack Profile | Reach, damage, cooldown and windup. Optional: an archetype without one is a swarm that chases but never hits. |
And in the editor:
- Scene View Create Overlay: the fastest way to create a manager, a target or a spawner without hunting through menus.
- Project Settings: the default settings asset, target prefab and agent prefab used when creating new objects, plus the automation that fills an empty slot on a manager you already have.
Two more pages cover the seams between the swarm and the rest of your game:
- Combat Integration: the damage contracts that connect attack profiles to your player, enemies and destructibles.
- Input Integration: feeding a movement direction in from your own controller, the Input System, or the mobile joystick.
What is not in this section¶
- Spawning: see Spawners. Spawners are how agents get into the scene; they are configured separately so a single Swarm Manager can be driven by several spawners or a director.
- Behaviors: see Behaviors. Steering profiles are attached to the archetype; the behavior pages document each pass in detail.
- Navigation around walls: see Navigation for the optional Surface Flow Field.
- Animation pipeline: see Animation for VAT and Animator-based animation.
Recommended reading order¶
- Swarm Manager, to understand the inspector you'll use most.
- Swarm Settings, the parameters that govern the whole simulation.
- Swarm Agent Archetype and Movement Profile, for per-enemy-type tuning.
- Targets, short but worth a read for multi-target setups.
- Attack Profile and Combat Integration, once you want the swarm to actually hurt something.
- Project Settings, only if you maintain shared defaults across scenes.