Set up custom spawning

The Game Object Creation Feature Module offers you a simple way to customize how GameObjects are created. You must:

  1. Implement a class which inherits from the IEntityGameObjectCreator interface.
  2. Tell the GDK to use this implementation.

Implement the IEntityGameObjectCreator interface

A good reference implementation of this interface can be found in the GameObjectCreatorFromMetadata.


This method is called by the GameObjectInitializationSystem whenever a SpatialOS entity enters your view.

The system gives you an instance of a SpatialOSEntity class to represent the entity and an instance of the EntityGameObjectLinker class as parameters.

Note: You should not rely on the authority of any of the components on the SpatialOS entity to conditionally create or pick a GameObject to spawn. At the time this method is called, there is no guarantee that your worker has been delegated authority.

If you wish to create a GameObject to represent the SpatialOS entity, you must instantiate the GameObject yourself and call EntityGameObjectLinker.LinkGameObjectToSpatialOSEntity with the entity ID and that GameObject.

The LinkGameObjectToSpatialOS call has a third parameter: params Type[] componentTypesToAdd. These are the types of MonoBehaviour components that you want the linker to copy references onto the underlying ECS entity.

Note: If you also want to use the Transform Synchronization module, you must copy the UnityEngine.Transform and the UnityEngine.Rigidbody MonoBehaviour components.


This method is called by the GameObjectInitializationSystem whenever a SpatialOS entity leaves a view. It is called after any linked GameObjects have been unlinked.

The system gives you the entity ID of the SpatialOS entity that has left your view as a parameter.

It is your responsibility to destroy the GameObjects that have been linked to that SpatialOS entity.

Use your custom IEntityGameObjectCreator implementation

Open your WorkerConnector implementation and add the following line to the HandleWorkerConnectionEstablished method.

    GameObjectCreationHelper.EnableStandardGameObjectCreation(Worker.World, new MyGameObjectCreator());

Note: You may need to override the HandleWorkerConnectionEstablished method in your WorkerConnector implementation if you haven’t already.

If you have a worker prefab that you wish to link to your worker instance, you should replace the line noted above with:

    GameObjectCreationHelper.EnableStandardGameObjectCreation(Worker.World, new MyGameObjectCreator(), workerPrefabInstance);

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