Quick Start Guide
Create a complete enemy database in under 5 minutes. This walkthrough covers the Enemy Forge wizard — the foundation everything else builds on.
Prerequisites
- Unity 2021.3 or newer
- Simple Enemy Forge package imported
5-Step Creation Process
Navigate to
Window → Simple Enemy Forge → Enemy Forge Wizard
Enter a Class Prefix (e.g., "DarkFantasy") and optionally select a genre template to pre-populate definitions. Templates include Generic RPG, Soulslike, Survival Horror, Tower Defense, Sci-Fi Shooter, and RTS/Strategy.
Define your property system. Add Categories (dropdowns like Enemy Type, Rank), Flags (toggles like Is Boss, Is Flying), Numerics (numbers like HP, ATK, DEF, Aggro Range), and Texts (strings like Lore, Weakness Hints).
Create enemies using the properties you defined. Each enemy has a name, code (auto-generated), description, icon, and values for all your categories, flags, numerics, and texts.
Choose output paths for generated scripts and the database asset.
Click Generate. The wizard creates your enum, database class, custom editor, and database asset automatically.
Example: Dark Fantasy Enemies
Step 1: Setup
Basic Settings
- Class Prefix: "DarkFantasy"
- Template: Generic RPG
The Generic RPG template pre-populates categories (Enemy Type, Rank, Element), flags (Is Boss, Is Flying, Is Undead), numeric properties (HP, ATK, DEF, Speed, Aggro Range, XP Reward), and text fields (Lore, Weakness Hints) — covering everything you need for a dark fantasy bestiary.
Step 3: Create Enemies
Goblin Warrior
- Code: GOBLIN_WARRIOR
- Enemy Type: Humanoid
- Rank: Common
- HP: 50
- ATK: 8
Shadow Wraith
- Code: SHADOW_WRAITH
- Enemy Type: Undead
- Rank: Elite
- HP: 200
- ATK: 25
- Is Flying: true
Dragon Lord
- Code: DRAGON_LORD
- Enemy Type: Dragon
- Rank: Boss
- HP: 5000
- ATK: 150
Step 5: Generate
After generation, your project will contain:
Using Your Enemies in Code
Access Your Data
The generated database ScriptableObject provides methods to access your enemies:
Property indices match the order you defined them in Step 2. For example, if “HP”
is the first numeric property you defined, it will be at numericValues[0].
Interface-Based (Generic Code)
The Generated Custom Editor
Your database asset gets a professional custom Inspector with:
- Split panel — Enemy list on the left, enemy editor on the right
- Search — Filter by name or code
- Sort — Name A-Z/Z-A, Code A-Z/Z-A
- Category filter — Show only Humanoids, only Undead, etc.
- Multi-select — Checkbox per enemy for bulk Delete, Duplicate, Set Icon
- Pagination — Handles 300+ enemies smoothly
No more "Element 0", "Element 1" in the Inspector. Every property shows its real name.
Next Steps
AI-Powered Content
Export a schema, paste it into ChatGPT or Claude, and import hundreds of enemies in one click.
AI Workflow →Design Spawn Tables
Create weighted spawn pools with conditions and context-sensitive logic.
Spawn Forge →Add Scaling
Define how enemy stats scale with level, difficulty, or any custom parameter.
Scaling Forge →