Hi @zenGarden Thank you, I am glad to hear it! I appreciate the ideas you've put up here and I will address them one by one. 1) You can use Waypoints to do exactly that. When an agent is wondering around, or running around, it will pick the next waypoint inside the polygon defined by the waypoints group assigned to the agent. 2) That's pretty easily implemented visually with the Behaviour Editor. You can find an example of that in the tutorial that features the healer skeleton. He is trying to keep a certain distance to the foes. 3) You are absolutely right here, that would be awesome. I am working on more generic and more frequently requested features at the moment. 4) You can spawn creatures using Waypoints but unspawning is a great idea for the optimization. 5) Again, pooling capacity is an embedded into the capabilities of the waypoints, except unspawning. Thanks again for the ideas. Love getting this sort of feedback.