Boss Wave¶
Goal¶
Create a boss encounter.
Procedure¶
- Create an EnemyAsset with IsBoss and ordered phase thresholds.
- Assign movement/attack overrides and valid summon references for each phase.
- Schedule the boss in a wave; add a Horde event for additional pressure if wanted.
- Enable EndOnBossDeath only when that wave actually produces a boss encounter.
- Record Horde Preview and run fixed-build trials before playing the scene.
Verify¶
Observe boss spawn/phase/defeat events and verify the wave ends at the intended boundary.
Entry point and reference fields¶
Entry point: Use the corresponding Content inspector and Tools/Survivor Roguelite Maker/ tools.
| Field / API | Purpose |
|---|---|
IsBoss / Phases |
Boss definition |
Hordes |
Timed supporting bursts |
EndOnBossDeath |
Encounter completion policy |
Figure¶

Enemy inspector with boss phases and wave-scaled previews.
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.
Documentation home · Weapon Evolution · Status Weapon · Custom Weapon