Enemies¶
EnemyAsset converts scaled health/contact damage and movement/attack authoring into EnemyDef. Start with a template, choose movement and special attack, then inspect the wave 1/5/10 previews.
Chase, keep-distance and wander/offset movements have different parameter needs. Shoot, Charge and Summon special attacks can override movement while active. Summon entries reference EnemyAssets. Use Behaviour/Parameters to register a custom movement/attack without replacing all enemies.
Configure body/hit radius, speed, rewards, neutral behaviour and status immunities alongside attack timing. Enum immunities map built-in statuses; StatusImmunityIds covers explicit behaviour ids. Verify contact and projectile outcomes in a real wave as well as a static inspector preview.
Entry point and reference fields¶
Entry point: Assets/Create/Survivor Roguelite Maker/Content/Enemy
| Field / API | Purpose |
|---|---|
Health / ContactDamage |
Scaled values: Base, PerWave, Min |
Movement / Attack |
Authored movement and special attack |
IsBoss / Phases |
Boss lifecycle |
StatusImmunities / StatusImmunityIds |
Built-in and custom status immunity |
Figure¶

Enemy inspector with movement, special attack and scaled combat fields.
Check your result¶
Validate connected content before starting a new measurement or run. Keep the settings, seed and content version with any result you compare. For code-only adapters, compile against the package version you ship and configure the required authored data before gameplay.