Unity Assets

Professional, production-ready tools for Game Creator 2. Built by developers, for developers.

Full GC2 Integration
Comprehensive Documentation
Production Ready

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.

v1.2.0✓ Released

Progression Tree Builder

Release:February 19, 2026
Price:$19.00

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

Visual Graph Editor
Grid, Graph & List Layouts
Latest Mode (Roguelike)
Full GC2 Integration
Multiple Trees Support
Stat Modifiers System
9
Documentation Pages
15+
Code Examples
4
Layout Modes
View Documentation →
v1.0.0✓ Released

Buff & Status Effect Manager

Release:⏳ Pending Validation
Price:Free

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

18 GC2 Instructions
15 GC2 Conditions
9 GC2 Events
Tick-based Effects
Stacking & Immunities
Full UI System
8
Documentation Pages
7
Workflows
6
UI Components
View Documentation →
v1.0.0⚙️ In Development

Spawn & Wave System

Release:⏳ Pending Validation
Price:$10.00

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

14 GC2 Instructions
12 GC2 Conditions
12 GC2 Events
Object Pooling
Wave Sequences
Path System
6
Documentation Pages
3
Scene Generators
10+
Components
View Documentation →
v1.0.0⚙️ In Development

World Activity System

Release:⏳ Pending Validation
Price:$10.00

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

Spatial Activities (Encounters)
Temporal Events (Automation)
Event Scheduler System
Debug Window (5 Tabs)
Smart Caching (80-95%)
Time-of-Day Triggers
9
Documentation Pages
7
Complete Workflows
4
Trigger Types
View Documentation →
v1.0.0⚙️ In Development

Relationship System

Release:⏳ Pending Validation
Price:$15.00

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

Character Relationships
Faction Systems
Reputation Tracking
Dynamic NPC Reactions
Symmetric Relationships
Auto-Decay System
Max
Documentation
8+
Use Cases
Custom
Tiers
View Documentation →
🐾
v1.0.0⚙️ In Development

Companion System

Release:⏳ Pending Validation
Price:$10.00

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

12 GC2 Instructions
8 GC2 Conditions
3 GC2 Events
Smart Follow + Formations
Command System
GC2 Remember Persistence
7
Documentation Pages
4
Workflow Guides
10+
Components
Coming Soon
🔗

HuckHub

Included

As our module library grew, we needed a single place to see what's installed, what's available, and whether updates exist. HuckHub is a small Unity Editor window that ships with every package and does exactly that.

Local Discovery

Every module implements a lightweight interface. When you open the Hub (Window → Huck → Hub), Unity's TypeCache finds all installed modules instantly — no configuration, fully offline.

Remote Registry

Once per editor session, the Hub fetches a small JSON from a public GitHub repository. This adds update badges, shows modules you haven't installed yet, and surfaces announcements — without shipping new packages.

Registered Modules

PTBProgression Tree BuilderBSMBuff Status Effect ManagerSWSSpawn & Wave SystemWASWorld Activity SystemRSRelationship SystemCPSCompanion System
Open source registry · No telemetry · Works offlineView Registry on GitHub
Built for Real Game Development

Born from Actual Game Needs

These Unity assets weren't created in isolation. They emerged from the development of Epos of Ashes, a cooperative multiplayer survival game. Every feature, every system was built to solve real challenges we faced while building our game.

Progression Tree Builder

✓ Released

Enables deep character progression with visually engaging skill trees that motivate players to specialize their characters and explore different builds.

Used in Epos of Ashes for:

  • Character skill trees for Warrior, Mage, and Hunter classes
  • Weapon mastery progression systems
  • Crafting skill specializations
  • Survival skills (Gathering, Building, Combat)

World Activity System

⚙️ In Development

Brings the game world to life with unpredictable events and encounters that make every play session unique and reward exploration.

Used in Epos of Ashes for:

  • Random encounters across all 4 biomes (Summer, Winter, Desert, Valley)
  • Dynamic merchant spawns at various locations
  • Time-of-day based events (Dawn raids, Night hunts)
  • World events like Blood Moon and Boss spawns

Relationships System

⚙️ In Development

Creates a living social ecosystem where every action has consequences. NPCs remember your deeds, factions react to your choices, and building trust unlocks exclusive content and better deals.

Used in Epos of Ashes for:

  • Faction reputation with Merchants, Nomads, and Guardian factions
  • Player-to-player trust and cooperation tracking in multiplayer
  • Dynamic merchant pricing (discounts/markups based on reputation)
  • NPC reactions change based on relationship levels
  • Cross-faction reputation (help one faction, hurt another)
  • Relationship decay for abandoned factions over time

Buff & Status Effect Manager

⚙️ In Development

Enables rich combat feedback and environmental storytelling. Players feel the danger of the world through visual and mechanical status effects that create tension and reward careful play.

Used in Epos of Ashes for:

  • Environmental hazards: Poison clouds, burning ground, freezing zones
  • Combat debuffs: Bleeding, stunned, slowed from enemy attacks
  • Consumable buffs: Speed potions, damage boosts, regeneration effects
  • Boss mechanics: Enrage timers, immunity phases, aura damage
  • Multiplayer sync: Effect states synchronized across all clients
  • Status UI: Clear buff/debuff display with remaining duration

Spawn & Wave System

⚙️ In Development

Powers all enemy encounters and resource distribution. From peaceful gathering sessions to intense horde nights — SWS handles spawning, tracking, and despawning thousands of entities efficiently.

Used in Epos of Ashes for:

  • Horde night enemy waves with escalating difficulty
  • Resource node spawning and respawning across all biomes
  • Boss encounter management with spawn conditions
  • Dynamic wave scaling based on player count (multiplayer)
  • Object pooling for hundreds of enemies without performance drops

Companion System

⚙️ In Development

Brings warmth and tactical depth to the survival experience. Companions make the lonely wilderness feel alive, carry resources, assist in combat, and give players emotional stakes beyond their own survival.

Used in Epos of Ashes for:

  • Pet wolves, falcons, and rideable mounts that follow the player across biomes
  • Party system: recruit NPCs as temporary combat companions
  • Escort missions: rescued NPCs follow the player to safety
  • Formation walking: companions spread into V-shape during group travel
  • Idle behaviors: pets explore, sniff objects, and react to campfires
  • Persistent companions: pets survive save/load and scene transitions

Battle-Tested in Production

Every asset has been stress-tested in a real game environment with multiplayer synchronization, performance optimization, and actual player feedback. You're not getting theoretical tools — you're getting solutions directly integrated into real life game development projects. (Intended and designed to support game developers)

Need Help?

Each project comes with comprehensive documentation. If you need additional support, here's how to reach us.

📖 Documentation
c-huck.com/unitydoc

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.