Hey, sorry for not getting back to you sooner! I wanted to make sure I had the time to test all these things out before getting back to you.
Maybe the crash is caused by physics? Are the spawn points set on trigger? Are they touching or going partially through the floor?
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The spawn points only spawn a single character when the scene loads then destroy themselves. There are no colliders or anything on the spawn points themselves; they are essentially empty objects with a cube mesh renderer attached. However when the characters spawn, I imagine all their collisions happen at once with the ground so in addition to spacing out the spawns in time, I also added 1 to their Y position as they are created so they aren't all colliding with the floor at once.
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Or maybe when it tries to create the player, it loops like crazy. Add a next frame event in some of your states just to see what goes on.
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The player works the same as the other spawners as kind of a one and done on the first frame so there shouldn't be any looping going on but I will add in some of these "Next Frame Event" actions to make sure everything isn't going off on the same frame.
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Unity doesn't like not having a camera but that's something you can easily and quickly verify with comparing two scenes
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I compared this and didn't see much of a difference. Later on I'll be doing more camera switching within the scenes so there will be multiples anyway.
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I'm not seeing any crashing now after making these changes so I think it had to do with all the FSMs and physics and everything happening all at the same time and potentially on the same frame. During my searching I also came across the term "Object Pooling" which may also be able to help with this if I can find out a way to do it in PlayMaker.
Thanks for all the suggestions