> 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-manual-position.md).

# Tutorial Manual 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 %}

* You must have in your scene an object that will be used as a guide to generate the AI, that object will represent the specific point on the map where you want it to be generated.

![](https://2730180554-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FeH9OgJuv3EyxNzlVQUh1%2Fuploads%2FmL1iydcLoW5pxBJArYY5%2F13.png?alt=media\&token=a2348156-c75d-46a1-bc71-1eb59013d50b)

{% 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%2FbHdhKVheXseYirbqBf8T%2F11.png?alt=media\&token=f8f5788e-9048-4648-be1b-d77fc08cff3a)

**Manual Position**&#x20;

A new tab is created, here you must add the object as a reference point where you want the AI to be generated, it can be several points on the map!

![](https://2730180554-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FeH9OgJuv3EyxNzlVQUh1%2Fuploads%2FfIYEXCqMPG4TCpSbN1Wv%2F14.png?alt=media\&token=35f37014-7397-421d-9d98-3806eb026b31)

## That's all! the AI is generated with the configurations mad&#x65;**!**

### Version 4.0 — manual positions

Keep the existing image instructions above. Assign scene Transforms as position references, not AI prefab instances. Remove null entries and keep at least one valid position. Manual placement uses reference points with a small placement offset; it is not an exact-position guarantee.

Assign a valid GroupAI and root AIManager prefabs, population limit, interval and separate first-spawn delay. Configure player tag/radius only when proximity activation is enabled. Player presence is aggregated across the configured positions.

For NavMesh-driven prefabs, open AI Navigation and run Validate Spawn Positions with a suitable sample distance. A nearby sample does not prove path connectivity. Move invalid references onto suitable ground or expand/rebuild the correct Agent Type surface; validation does not automatically move them.

For Pooling, report death or collection through AIManager.OnDead(), allow the five-scaled-second retirement, and reset custom health/state before reuse. Do not destroy pooled instances.
