Unity

[Unity] Game Creator 2 Overview — Feature List and Getting Started

[Unity] Game Creator 2 Overview — Feature List and Getting Started

Thank you for visiting this site.

This article provides an overview of “Game Creator 2” (hereafter GC2), a game development toolkit for Unity, and explains the workflow for getting started with game creation.

Official documentation: Game Creator 2 Documentation

The official documentation for GC2 spans approximately 1,860 pages, which is quite extensive. This series summarizes the detailed features of each module. Start with this article to get a grasp of GC2’s overall picture.

You can find a complete list of all articles in this series here:

Complete Article List — Game Creator 2 Complete Guide Series Indexen.senkohome.com/gamecreator2-series-index/

What is Game Creator 2?

Game Creator 2 is a no-code/low-code game development toolkit that lets you build games on Unity without writing code (or in combination with code). It is developed by Catsoft Works.

The target users include:

  • Beginners: Few concepts to learn, low learning curve
  • Experienced developers/Programmers: Unity APIs are exposed rather than hidden, allowing script-based extension
  • Level/Art designers: Set up a playable character and camera in just a few clicks for instant environment testing

It consists of the base package “Game Creator 2 (Core)” and a set of extension modules.

Note that GC2 is not compatible with GC1 (the old version). The architecture has been redesigned, though the concepts are similar.

Version and Prerequisites

  • The latest version of Unity is recommended. v2.17.51 and later supports Unity 6
  • Any rendering pipeline works: BRP/URP/HDRP. GC2 materials can be converted via Edit > Rendering > Materials > Convert all built-in materials to URP/HDRP

Package Structure (Core and Assets)

GC2 is sold as a single core package plus multiple add-on modules. Modules require the core.

Core (Game Creator 2)

Provides four foundational features:

FeatureOverview
CharactersCharacter system for players/NPCs. Consolidates movement, jumping, IK, footsteps, ragdoll, NavMesh, etc. into a single Character component
CamerasMain Camera and swappable Camera Shot behaviors (third-person, first-person, follow, fixed, lock-on, etc.)
Visual ScriptingVisual scripting using a “task list” approach rather than node graphs. Composed of 3 components: Actions (instruction sequences), Triggers (event receivers), and Conditions (branching)
VariablesName Variables (referenced by name) and List Variables (arrays). Two scopes: Local (within scene) and Global (shared across scenes)

In addition to the above, the core includes these auxiliary features:

  • Audio (5-channel audio system: Ambient/Music/SFX/UI/Speech)
  • Signals (broadcasting messages with identifiers)
  • Properties (abstraction for dynamic value get/set)
  • Save & Load (save/load via IGameSave interface and Remember component)
  • Tweening (value interpolation animations)
  • Data Structures (generic structures: Unique ID, Singleton, Dictionary, Tree, State Machine, Spatial Hash, etc.)

Modules (Sold Separately)

ModuleMain Role
InventoryItem definitions, bags (inventory), equipment, crafting, shops, drops, sockets/runes, currency, attribute inheritance
DialogueBranching conversations, actors, UI skins, portrait switching, conditional conversation nodes
StatsRPG-style stats/attributes/classes/status effects, Formula-based calculations
QuestsQuest/task hierarchies, journal, minimap, navigation compass, indicators
BehaviorAI systems. A Processor that combines state machines, behavior trees, GOAP, and Utility AI
PerceptionVisual, auditory, olfactory, and sixth sense (Feel) sensors with Awareness meter and Evidence system
ShooterRanged combat. Weapon/Projectile/Muzzle/Sight/Shell/FK & IK, iron sights, recoil
MeleeClose combat. Weapon/Combo/Skill/Shield/Parry/Reactions
TraversalMovement extensions like climbing (in development)

Extensions (Free)

Free extensions distributed as .unitypackage files from the official site:

  • Transitions: Scene transitions with loading screens
  • Localization: Integration with Unity Localization (text/image/GameObject localization)
  • Addressables: Integration with Unity Addressables
  • Footsteps: Automatically assigns GC2 footstep phases to existing animation clips

Basic Game Creation Workflow

This is a minimal setup workflow based on the official documentation’s “First Steps” (Chapter 4). You can have a moving character and camera ready in about 5 minutes.

Project Setup

  1. Install the latest Unity from Unity Hub and create an empty project
  2. Purchase and download Game Creator 2 (Core) from the Unity Asset Store, then import via Package Manager
  3. If Game Creator appears in the top menu and the right-click menus in Hierarchy/Project show a Game Creator submenu, installation is successful

Git Management

Add the following to your .gitignore:

# Game Creator
/Assets/Plugins/GameCreator/Documentation.pdf
/Assets/Plugins/GameCreator/Packages

The Packages line is optional. If you want to keep the code locally, just the first line is sufficient.

Creating a Minimal Scene

  1. Floor: Right-click in Hierarchy → 3D Object > Plane
  2. Light: Add a Light > Directional Light and position it to illuminate the floor
  3. Camera: Create > Camera. Change the tag to MainCamera and point it at the floor

Creating a Player Character

Right-click in Hierarchy → Game Creator > Characters > Player.

A T-pose character is placed with a Character component that has Is Player set to ON. Press Play and you can move with WASD or the left gamepad stick.

Note: only one character can have Is Player per scene. Use the Change Player instruction to switch.

Setting Up the Camera

  1. Right-click in Hierarchy → Game Creator > Cameras > Camera Shot
  2. The default type is Fixed Position. Click the type name and change it to Third Person
  3. Set Look Target and Orbit Target to the Player
  4. Press Play and the camera will orbit around the Player with mouse/right stick

When creating a Camera Shot, a Main Camera component is automatically attached to the scene camera and the Shot is assigned.

Adding Game Logic with Visual Scripting

Visual Scripting centers around these 3 components:

  • Actions: An instruction list that executes top to bottom. Add with Add Instruction
  • Triggers: Receive scene events (on start, on collision, on input, etc.) to begin processing
  • Conditions: Conditional branching. Give a Branch a list of conditions and instructions

Additionally, there’s a Hotspots component for visually highlighting interactable objects and making Characters look toward them.

All instructions come with built-in documentation (right-click → Help). Individual debugging is possible via breakpoints and Disable.

Managing Game Progress with Variables

  • Name Variable: Referenced by name, like score
  • List Variable: Access elements by zero-based index
  • Local: Scene-limited. Right-click in Hierarchy → Game Creator > Variables > Name/List Variables
  • Global: Project-wide. Right-click in Project → Create > Game Creator > Variables > Name/List Variables
  • Supported types: Number, String, Boolean, Vector3, Color, Texture, Sprite, GameObject (Texture, Sprite, and GameObject cannot be saved)
  • Nested Access: Use slash-separated paths like target/health to traverse variables on referenced objects

Save & Load

  • The core includes a built-in save/load system. Only objects with a Remember component have their state recorded
  • To save custom data, implement the IGameSave interface and register/unregister in OnEnable/OnDisable
  • Can be swapped out for custom databases (cloud storage, etc.)

Learning from Samples

  • Select and install samples/templates via Game Creator > Install...
  • Installation location: Assets/Plugins/GameCreator/Installs/<module>.<example>@<version>/
  • Dependencies are resolved automatically. Delete by right-clicking the folder → Delete

Toolbar (v2.3.15 and later)

A dockable toolbar that stays in the Scene view. Create key objects with a single click.

If it doesn’t appear, right-click the top tab in the Scene view → Overlay Menu → enable Game Creator.


What Games Can You Make? — Module Combination Examples

GC2’s strength lies in interoperability between modules. Here are some combinations the official documentation highlights:

  • Dialogue × Stats: Add conditions to conversation choices like “succeed if strength is above a threshold”
  • Perception × Behavior: Raise Awareness through enemy sight/hearing sensors, then transition to alert behavior via BehaviorTree
  • Shooter × Inventory: Turn ammunition into items and switch weapons from equipment slots
  • Quests × Dialogue: Accept quests through NPC conversations and fire reward Instructions on task completion
  • Melee × Stats: Combine attack Stat and weapon properties via Formula to calculate damage

Recommended steps compiled from the module introduction sections of the official documentation:

  1. Get a “working” state with core only
    • Verify movement and camera controls with Player + ThirdPerson Camera + Plane
  2. Get familiar with Visual Scripting
    • Try building game start messages and scene transitions using Trigger (On Start/On Click/On Collision Enter) + Actions
  3. Manage progress with Variables and Save/Load
  4. Introduce modules based on your target game genre
    • RPG: Stats + Inventory + Dialogue + Quests
    • Action: Melee/Shooter + Behavior + Perception
    • Adventure: Dialogue + Inventory + Quests
  5. Open example scenes and modify samples close to your genre as a starting point
  6. Introduce Extensions (Transitions/Localization/Addressables/Footsteps) as needed
  7. If you have a programmer, add custom Instructions/Conditions/Events and register custom logic in the Visual Scripting palette

Learning & Community Resources

External resources listed in the official documentation:

  • Official site: https://gamecreator.link/core
  • Courses: Free step-by-step tutorials available on the site
  • YouTube: Video tutorials on the official channel
  • Game Creator Hub: A web platform where the community publishes free Instructions/Conditions/Events
  • Errata: Report documentation errors to docs@gamecreator.io

Official Documentation Structure (Reference)

The official documentation documentation.pdf spans approximately 1,860 pages and is divided into 11 parts:

PartContentPDF Pages
IGame Creator (Core: Getting Started/Characters/Cameras/Visual Scripting/Variables/Advanced/Releases)~917
IIInventory918~
IIIDialogue1127~
IVStats1195~
VQuests1291~
VIBehavior1379~
VIIPerception1451~
VIIIShooter1575~
IXMelee1715~
XTraversal (WIP)1832~
XIExtensions (Transitions/Localization/Addressables/Footsteps)1834~

This series covers each feature in individual articles corresponding to this chapter structure.



Summary

This article provided an overview of Game Creator 2.

GC2 is a toolkit that supports a wide range of development styles, from no-code to full script extension, through its core package + module combination.

While you can set up a player character and camera in about 5 minutes, combining modules lets you create games across various genres including RPG, action, and adventure.

In the following articles, we’ll dive deeper into each feature (Characters, Cameras, Visual Scripting, Variables, etc.), so please check them out as well.

Complete Article List — Game Creator 2 Complete Guide Series Indexen.senkohome.com/gamecreator2-series-index/

We hope you’ll continue reading our next article as well.