> For the complete documentation index, see [llms.txt](https://denvzla-estudio.gitbook.io/advanced-ai-spawn-system/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://denvzla-estudio.gitbook.io/advanced-ai-spawn-system/tutorial-automatic-position.md).

# Tutorial Automatic Position

{% hint style="info" %}
Remember the AI to spawn should not be in the scene since the Advanced AI Spawn System will take care of that, spawning it in the scene!
{% endhint %}

{% hint style="info" %}
[**First you must add Advanced Spawn System to your scene, (Click Here, follow these steps)**](/advanced-ai-spawn-system/advanced-ai-spawn-system/how-to-start.md)
{% endhint %}

* Move the Spawner to the desired position (Only the child Spawner settings)

![](https://2730180554-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FeH9OgJuv3EyxNzlVQUh1%2Fuploads%2FhcZNMgHKPMwcCFo0jGib%2F10.png?alt=media\&token=fd5411e0-e1b9-4d30-a931-a29034d2c67b)

{% hint style="info" %}
add the AI or Object to generate in the first tab.
{% endhint %}

**Necessary configurations for the generator to work:**

1. **Spawn Position**
2. **Player Tag and Detection radius**
3. **Generate IA/Object On Player Radius Detection**

![](https://2730180554-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FeH9OgJuv3EyxNzlVQUh1%2Fuploads%2FbCsBPk0Avnutnyq1EsDO%2F11.png?alt=media\&token=d6791947-b88c-4915-88ff-c5d37e80ac9e)

## **Automatic Position**

Open Automatic Position and set the spawn area radius around the child spawner. This controls placement; the player detection radius is configured separately.

![](https://2730180554-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FeH9OgJuv3EyxNzlVQUh1%2Fuploads%2FoyZnR8O9PocUmAHObR2B%2F12.png?alt=media\&token=eed2eb3c-021c-4f98-a700-d6d94ca1e890)

## That's all! The AI is generated with the configured settings.

### Version 4.0 — setup and validation

The original screenshots and their instructions are retained. The 4.0 Inspector has updated styling; use the equivalent named settings.

1. Create the system from Window > Denvzla Estudio > Advanced Spawn System > ADD Advanced Spawn System.
2. Create a GroupAI and assign prefab assets with AIManager on their root. Do not use the scene instance as the spawn template.
3. Create/select the child spawner and assign its manager and group. Select Automatic placement.
4. Choose Instantiate or Pooling. Start with a small maximum population and a short interval. Configure the first-spawn delay separately.
5. Move the child spawner over suitable ground and set its spawn radius.
6. If Generate AI/Object On Player Radius Detection is enabled, choose an existing player tag and place the tagged player within the detection radius. Otherwise proximity is not required for this activation option.
7. For NavMesh movement, open AI Navigation, select/build an appropriate surface and run Validate Spawn Positions. AI Navigation is optional for custom movement.
8. Enter Play Mode and inspect the population/debug information. Report deaths through AIManager.OnDead(); pooled objects must not be destroyed externally.

Timers use scaled elapsed time rather than frame counts; timeScale zero pauses them. Random placement and a successful NavMesh sample do not guarantee a connected path or every future random spawn.

#### If nothing spawns

Check the assigned group, valid AIManager prefabs, population limit, first delay, timer and optional player-distance condition. For navigation, check Agent Type, baked data, included ground layers and spawn proximity to the NavMesh. Validation reports configuration issues without changing your prefab or automatically moving spawn points.
