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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:
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:
| Feature | Overview |
|---|---|
| Characters | Character system for players/NPCs. Consolidates movement, jumping, IK, footsteps, ragdoll, NavMesh, etc. into a single Character component |
| Cameras | Main Camera and swappable Camera Shot behaviors (third-person, first-person, follow, fixed, lock-on, etc.) |
| Visual Scripting | Visual scripting using a “task list” approach rather than node graphs. Composed of 3 components: Actions (instruction sequences), Triggers (event receivers), and Conditions (branching) |
| Variables | Name 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
IGameSaveinterface andRemembercomponent) - Tweening (value interpolation animations)
- Data Structures (generic structures: Unique ID, Singleton, Dictionary, Tree, State Machine, Spatial Hash, etc.)
Modules (Sold Separately)
| Module | Main Role |
|---|---|
| Inventory | Item definitions, bags (inventory), equipment, crafting, shops, drops, sockets/runes, currency, attribute inheritance |
| Dialogue | Branching conversations, actors, UI skins, portrait switching, conditional conversation nodes |
| Stats | RPG-style stats/attributes/classes/status effects, Formula-based calculations |
| Quests | Quest/task hierarchies, journal, minimap, navigation compass, indicators |
| Behavior | AI systems. A Processor that combines state machines, behavior trees, GOAP, and Utility AI |
| Perception | Visual, auditory, olfactory, and sixth sense (Feel) sensors with Awareness meter and Evidence system |
| Shooter | Ranged combat. Weapon/Projectile/Muzzle/Sight/Shell/FK & IK, iron sights, recoil |
| Melee | Close combat. Weapon/Combo/Skill/Shield/Parry/Reactions |
| Traversal | Movement 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
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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
- Install the latest Unity from Unity Hub and create an empty project
- Purchase and download Game Creator 2 (Core) from the Unity Asset Store, then import via Package Manager
- If
Game Creatorappears in the top menu and the right-click menus in Hierarchy/Project show aGame Creatorsubmenu, 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
- Floor: Right-click in Hierarchy →
3D Object > Plane - Light: Add a
Light > Directional Lightand position it to illuminate the floor - Camera:
Create > Camera. Change the tag toMainCameraand 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
- Right-click in Hierarchy →
Game Creator > Cameras > Camera Shot - The default type is
Fixed Position. Click the type name and change it toThird Person - Set
Look TargetandOrbit Targetto the Player - 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
Brancha 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/healthto traverse variables on referenced objects
Save & Load
- The core includes a built-in save/load system. Only objects with a
Remembercomponent have their state recorded - To save custom data, implement the
IGameSaveinterface and register/unregister inOnEnable/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 for Starting Game Development
Recommended steps compiled from the module introduction sections of the official documentation:
- Get a “working” state with core only
- Verify movement and camera controls with Player + ThirdPerson Camera + Plane
- Get familiar with Visual Scripting
- Try building game start messages and scene transitions using Trigger (
On Start/On Click/On Collision Enter) + Actions
- Try building game start messages and scene transitions using Trigger (
- Manage progress with Variables and Save/Load
- Introduce modules based on your target game genre
- RPG: Stats + Inventory + Dialogue + Quests
- Action: Melee/Shooter + Behavior + Perception
- Adventure: Dialogue + Inventory + Quests
- Open example scenes and modify samples close to your genre as a starting point
- Introduce Extensions (Transitions/Localization/Addressables/Footsteps) as needed
- 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:
| Part | Content | PDF Pages |
|---|---|---|
| I | Game Creator (Core: Getting Started/Characters/Cameras/Visual Scripting/Variables/Advanced/Releases) | ~917 |
| II | Inventory | 918~ |
| III | Dialogue | 1127~ |
| IV | Stats | 1195~ |
| V | Quests | 1291~ |
| VI | Behavior | 1379~ |
| VII | Perception | 1451~ |
| VIII | Shooter | 1575~ |
| IX | Melee | 1715~ |
| X | Traversal (WIP) | 1832~ |
| XI | Extensions (Transitions/Localization/Addressables/Footsteps) | 1834~ |
This series covers each feature in individual articles corresponding to this chapter structure.
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Official Links
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.
We hope you’ll continue reading our next article as well.
📚 Series: Game Creator 2 Complete Guide (1/16)