Unity Assets
Professional, production-ready tools for Game Creator 2. Built by developers, for developers.
All Six Assets Are Now Live on the Unity Asset Store
Published April 2026 · Clemens Huck
After months of development, testing, and refinement, I'm happy to share that all six Unity assets are now publicly available on the Unity Asset Store. What started as internal tooling for our own RPG project — built on Game Creator 2 — has grown into a suite of standalone, production-ready systems designed to be genuinely useful beyond a single game.
- 🌳Progression Tree Builder
- 🌍World Activity System
- 🤝Relationship System
- ⚡Buff & Status Effect Manager
- 🌊Spawn & Wave System
- 🐾Companion System
These tools were built to solve real problems in the GC2 ecosystem — and I hope they can do the same for other developers working in that space. If you're building a game with Game Creator 2 and need progression, spawning, world events, relationships, or status effects, hopefully one of these saves you some time.
Design Philosophy
Developer-First
Built with real game development workflows in mind. Reducing coding requirements for basic usage, but full source code included for advanced customization.
Documentation-Driven
Every feature is thoroughly documented with examples, workflows, and best practices. Learn by doing with comprehensive guides.
Production-Ready
Optimized for performance with built-in debugging tools. Reducing coding requirements for basic usage, but full source code included for advanced customization.
Current Projects
Explore comprehensive documentation, examples, and guides for each asset.

Progression Tree Builder
Professional Skill Tree System for Game Creator 2
Create complex character progression systems with a visual node editor. Features multiple layout modes, stat integration, and complete GC2 integration.
Key Features

Buff & Status Effect Manager
Complete Status Effect System for Game Creator 2
Create buffs, debuffs, DoTs, HoTs, crowd control, immunities, and auras — all through Visual Scripting with no coding required.
Key Features

Spawn & Wave System
Complete Spawning & Wave Management for Game Creator 2
Build Tower Defense, Roguelike arenas, and resource systems. Object pooling, wave sequences, path following — all through Visual Scripting.
Key Features

World Activity System
Dynamic World Events & Discoverable Encounters
Build living, breathing worlds with spatial activities and automated temporal events. Perfect for open-world games, RPGs, and survival games.
Key Features

Relationship System
Dynamic Character & Faction Reputation System
Build reactive NPCs and living worlds where relationships matter. Track reputation, unlock content based on relationship levels, and create NPCs that remember player actions.
Key Features

Companion System
AI Companion & Pet Management for Game Creator 2
Summon, manage, and control AI companions with smart following, formations, commands, idle behaviors, and full persistence. Build RPG parties, pet systems, or escort missions — all through Visual Scripting.
Key Features
Known Issues
Duplicate Assembly Definitions when multiple modules installed
Installing more than one module caused Unity to throw 'Assembly with name already exists' errors due to HuckHub assemblies being bundled in every module package.
Intermediate Solution: Till the new versions are released by unity, the *Hub* folder, as well as the *Common/Editor/_files* can be deleted, to resolve the issue
Resolution
HuckHub has been removed from all module packages. Each module now provides a lightweight Documentation menu item under Window > [Module] > Documentation instead.
Roadmap
Multi-language Support
Add centralized multi-language support to all modules, allowing users to select their preferred language for documentation and in-editor messages.
Companion System v1.1.0 — NavMesh Pathfinding & Obstacle Traversal
Companions now use GC2's NavMesh Agent driver for true pathfinding around walls, doorways, and obstacles, with graceful raycast fallback when no mesh is baked. Adds the CompanionNavMeshLink component so companions climb or vault low walls instead of detouring or teleporting.
Remove HuckHub from all module packages
Replace bundled HuckHub assemblies with per-module Documentation menu items to prevent assembly name conflicts.
Built from RPG Requirements
These assets weren't designed as generic middleware. Each one started as a system an RPG actually needs — progression worth agonising over, factions that remember you, worlds that move on their own, companions who make the journey matter. We build in the genres we love, and these are the tools that kept coming up.
Each asset is standalone. Take the one you need — they don't assume the others.
Progression Tree Builder
An RPG lives or dies on the build.
Players should stare at a skill tree and feel the weight of the choice. PTB gives you branching, visual progression that makes specialising feel like a decision rather than a menu.
What it's built to power:
- Class skill trees — Warrior, Mage, Hunter — with branches worth agonising over
- Weapon mastery lines that reward specialisation
- Crafting and gathering specialisations
- Multiple layout modes, so the tree reads at a glance
World Activity System
The world should have business of its own.
A good RPG world keeps moving whether the player is watching or not. WAS makes the map live on its own schedule, so exploration is rewarded instead of exhausted.
What it's built to power:
- Random encounters that vary by region and biome
- Wandering merchants that arrive, trade, and move on
- Time-of-day events — dawn patrols, night hunts
- World events: blood moons, world bosses, invasions
Relationships System
The genre's oldest promise: choices matter.
If choices matter, something has to remember them. Relationships is the ledger — NPCs recall your deeds, factions react, and trust unlocks what force cannot.
What it's built to power:
- Faction reputation across guilds, merchants, and rival powers
- Merchant pricing that bends to your standing
- NPC reactions and dialogue gates driven by relationship level
- Cross-faction consequence — helping one costs you another
- Reputation decay for the factions you neglect
- Party trust and cooperation tracking in co-op
Buff & Status Effect Manager
RPG combat is a conversation in icons.
Players read a fight through its status bar. BSM makes every effect visible, stackable and fair — so tension comes from the mechanics, not from confusion.
What it's built to power:
- Combat debuffs: bleed, stun, slow, silence
- Environmental hazards: poison clouds, burning ground, freezing zones
- Consumable buffs: potions, elixirs, regeneration
- Boss mechanics: enrage timers, immunity phases, damage auras
- Multiplayer sync: effect state consistent across every client
- Status UI: clear icons with remaining duration
Spawn & Wave System
Dungeons, arenas and open fields all need the same thing.
The right enemies, in the right place, at the right time — and gone again cleanly. SWS is the layer that populates a world and keeps it performant while doing it.
What it's built to power:
- Enemy waves with escalating difficulty — horde nights, arenas, tower defence
- Resource and node spawning with respawn timers
- Boss encounters with spawn conditions and gates
- Wave scaling by player count in co-op
- Object pooling for hundreds of entities without frame drops
Companion System
You should not have to walk alone.
The companion is what turns a world into a story. CPS makes them follow, fight, carry, and feel present — so the player has something to lose besides themselves.
What it's built to power:
- Pets, wolves, falcons and rideable mounts that follow you across the world
- Party recruitment: NPCs as temporary combat companions
- Escort flows: rescued NPCs follow the player to safety
- Formation movement — companions spread out during group travel
- Idle behaviour: companions explore, react, and settle by the fire
- Persistence across save/load and scene transitions
Built Inside a Real Project — Not a Demo Scene
Every one of these systems was built and integrated inside a working Game Creator 2 multiplayer project, where the awkward problems actually show up: network synchronisation, object pooling, save/load persistence, and scene transitions. They were solved there before they were packaged here. Full source is included — nothing is a black box.
Need Help?
Each project comes with comprehensive documentation. If you need additional support, here's how to reach us.
We're setting up a Discord server for questions, feedback, and showcases. Stay tuned — the invite link will appear here once it's ready.
These tools are built and maintained as a passion project alongside a day job. We can't offer 24/7 support, but we do our best to respond as quickly as possible — typically within a few days.