Asset Spawn with Different Messages

As a creator in The Sandbox, itโ€™s currently challenging to use spawn behaviors such as :b_replace_asset:Replace Behaviour, :b_asset_spawner:Asset Spawner, or :c_drop:Drop to spawn different objects.


Current Workflow

Typically, we assign one preset per behavior per message, requiring a separate setup for each item or object. This becomes increasingly complex as more elements are added.

Dungeon Game: In a dungeon game, crates spawning random items based on messages would require individual instances for each item.

Skeleton with Random Loot: A single skeleton could drop various loot items if messages could spawn different objects.

Shop System: While rules handle the backend logic, setting up shop items could be much more efficient with a single spawner setup.

Different Enemy Waves: We could use one spawner to spawn all wave types by sending different messages.
City Builder: We could spawn various decorations (wooden, silver, golden doors) based on different selections, simplifying customization.
State Change: Possible for more complex state changes of entities, affecting behavior at different quest stages (start, middle, end).


Suggested Improvement

With a feature allowing different messages to trigger different items within a single instance and behavior, the setup would be far more streamlined.

I imagine the layout of the setup could look something like below or similar with the :arrow_forward:Animated Decoration.


If this request is met, it would improve our experience by optimizing the number of instances, expanding gameplay possibilities and creativity, and saving creators time on setup.

3 Likes