# Set up the Game World

Now that the player can spawn and control his units. You can proceed with adding other objects in the scene. Here are two examples



## Add resource nodes

Adding **resource nodes** to the scene will add option for your collectors to gather resources.

1. You can do this simply by dragging the prefabs for resource nodes into the scene.&#x20;
2. _Make sure they have the correct layer for selection/interaction._
3. Now your units are able to collect those resource nodes!



## Add enemy entities

To add enemy units, first you need to create **Player** again but this time for the enemy, and without selection, interaction or UI. Player by itself has no behaviour logic, those are managed by it's modules.

Units are controlled through **Combat module**; when they are to engage other units. Make sure this Module is present on the enemy player.

Now drag the **Player prefab** into the scene and **assign** it a **Faction**. This will now be our enemy player.&#x20;



### Define Enemy Faction units

One way to spawn units for the new Player is to define it's starting faction units and position it's spawn points as you like. This will make these units spawn on game start on the defined spawn point.

1. Define Player's Faction starting units
2. Configure Player's Unit Spawner

### Drag units into the scene

1. Drag into the scene desired entities or units.
2. Assign player **Owner** (Player) to the added entities, this makes sure **Player** is properly managing it's own units.

### Dynamic spawning (waves)

You can use the demonstration script `WavesManager` to create simple waves of enemies with another **Player** as a **target**. This dynamically spawns pre-defined units and commands their attacks when units have no active task.

1. Create empty object
2. Add **Waves Manager** component, this will also add it's required **Wave Unit Spawner**.
   1. Set **Target Player**, which waves of units will attempt to destroy
   2. Set **Bot Player**, which is our enemy player
   3. Configure **times** to your liking
   4. Set up **units** that will be spawned in a wave and their numbers
3. Configure **Wave Unit Manager** by adding spawn points, this specifies where waves will be spawned.

