Unity Assets

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

Full GC2 Integration
Comprehensive Documentation
Production Ready
News & ReleasesPublisher Page
UpdateSeptember 17, 2026

Six-module update wave — BSM 1.2.1 live, CPS/SWS/WAS/PTB/RS pending validation

BSM 1.2.1 live, CPS 1.2.0 / SWS 1.1.0 / WAS 1.1.0 / PTB 1.3.0 / RS 1.1.0 submitted and pending validation — player-build fixes across the board, plus new features: BSM debug overlay and an elemental reactions tutorial, CPS mounts/recruiting/banter and restored ability nodes, SWS loot and boss waves, WAS NPC presence schedules and an activity journal, PTB item costs and shared point pools, and RS journal/diplomacy/gifts/gossip extras.

Buff & Status Effect Manager cover

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 cover
v1.3.0Released

Progression Tree Builder

Professional Skill Tree System for Game Creator 2

Release:February 19, 2026
Price:€17.48
View on Asset Store →
12 GC2 InstructionsVisual Graph EditorGrid, Graph & List LayoutsLatest Mode (Roguelike)
Buff & Status Effect Manager cover
v1.2.2Released

Buff & Status Effect Manager

Complete Status Effect System for Game Creator 2

Release:April 1, 2026
Price:Free
View on Asset Store →
21 GC2 Instructions14 GC2 Conditions11 GC2 EventsTick-based Effects
Spawn & Wave System cover
v1.1.0Released

Spawn & Wave System

Complete Spawning & Wave Management for Game Creator 2

Release:April 1, 2026
Price:€9.20
View on Asset Store →
20 GC2 Instructions12 GC2 Conditions13 GC2 EventsObject Pooling
World Activity System cover
v1.1.0Released

World Activity System

Dynamic World Events & Discoverable Encounters

Release:March 23, 2026
Price:€9.20
View on Asset Store →
20 GC2 Instructions8 GC2 Conditions1 GC2 EventDynamic World Events & Encounters
Relationship System cover
v1.1.0Released

Relationship System

Dynamic Character & Faction Reputation System

Release:April 2, 2026
Price:€13.80
View on Asset Store →
30 GC2 Instructions18 GC2 Conditions6 GC2 EventsDiplomacy & Factions
Biome Manager cover
v1.1.0Released

Biome Manager

Biome Zones, Progression & Weather for Game Creator 2

Release:September 17, 2026
Price:€14.72€10.30
12 GC2 Instructions7 GC2 Conditions5 GC2 TriggersPolygon Zones + Nesting
Companion System cover
v1.2.0Released

Companion System

AI Companion & Pet Management for Game Creator 2

Release:June 15, 2026
Price:€9.20
View on Asset Store →
41 GC2 Instructions37 GC2 Conditions21 GC2 EventsSmart Follow + Formations
Transformation System cover
v1.0.0Coming Soon

Transformation System

Prop Hunt & Disguise Game Mode for Game Creator 2

Release:⏳ Pending Validation
Price:€14.72
22 GC2 Instructions12 GC2 Conditions13 GC2 Events15 Property Getters

Known Issues

1 All Issues1 resolved
ISSUE-001majorresolved
Found: Apr 4, 2026Resolved: Apr 7, 2026

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

Affected:BSMSWSPTBWASRelationship

Resolution

HuckHub has been removed from all module packages. Each module now provides a lightweight Documentation menu item under Window > [Module] > Documentation instead.

Fixed in:BSM v1.0.1SWS v1.0.1PTB v1.2.1WAS v1.0.1Relationship v1.0.1

Roadmap

Backlog2
TASK-012medium

Wave 3 — Cross-Module Bridges

Cross-module integration bridges: BSM ↔ SWS/PTB/CPS, CPS ↔ PTB/RS, WAS ↔ SWS/RS.

BSMSWSPTBCPSRelationshipWAS
Added Sep 17, 2026
TASK-002medium

Multi-language Support

Add centralized multi-language support to all modules, allowing users to select their preferred language for documentation and in-editor messages.

BSMSWSPTBWASRelationship
Added Apr 5, 2026
In Progress0
No tasks
Review0
No tasks
Done10
TASK-006high

BSM v1.2.1 — Debug Overlay, Build Fix & Examples Repair

Opt-in BSMDebugOverlay runtime QA panel, fixed the Examples install package (BSM_ReactionsScene now really ships) and a player-build compile failure, plus the BSM_ImmunityPanel prefab fix. Accepted by the Asset Store 2026-09-17; a same-day 1.2.2 follow-up regenerated the PDF manual and fixed an installer descriptor typo.

BSM
Completed Sep 17, 2026Changelog →
TASK-007high

CPS v1.2.0 — Ability Nodes Restored, Mounts, Recruiting & Banter

Restored 42 Ability/Vitals/Target/Trait visual scripting nodes that were compiled out in 1.1.0, plus companion swapping, mount metadata, autonomous abilities, banter and recruiting scene Characters as companions. 100 GC2 nodes total. Submitted to the Asset Store, pending validation.

CPS
Completed Sep 17, 2026Changelog →
TASK-008high

SWS v1.1.0 — Loot, Bosses & Smarter Spawning

Drop tables and loot rolls, boss waves with a boss health bar, spawn shapes and NavMesh validation, stat overrides, survivor handling, distance despawn and the opt-in SpawnRemember save/load component. Submitted to the Asset Store, pending validation.

SWS
Completed Sep 17, 2026Changelog →
TASK-009high

WAS v1.1.0 — NPC Presence, Activity Journal & Build Fix

NPC Presence Schedule (time-of-day windows with the asset's first GC2 Event), an Activity Journal / Quest Log UI, EventChain node copy/paste, weighted scheduling, opt-in anchor culling and a multiplayer authority guard, plus a player-build compile fix. Submitted to the Asset Store, pending validation.

WAS
Completed Sep 17, 2026Changelog →
TASK-010high

PTB v1.3.0 — Costs, Requirement Modes & Shared Point Pools

OR/"any N of" prerequisites, rank-gated connections, block-reason messaging, an Auto Arrange graph layout, a pan/zoom runtime viewport, item/currency skill costs via an optional Inventory Bridge, shared point pools, and fixes so unlock/respec costs and stat modifiers actually apply. Submitted to the Asset Store, pending validation.

PTB
Completed Sep 17, 2026Changelog →
TASK-011high

RS v1.1.0 — Journal, Diplomacy Extras & Build Fix

Relationship Journal UI, gift preferences, gossip/rumour broadcast, an affinity romance palette, Decay Preview and JSON export/import in the editor window, plus a player-build compile fix. 30 Instructions / 18 Conditions / 6 Events total. Submitted to the Asset Store, pending validation.

Relationship
Completed Sep 17, 2026Changelog →
TASK-004high

BSM v1.2.0 — SerializeReference warning fix

Fixed the 'StatusEffectRemember is missing the [Serializable] attribute' warning reported by a customer, restored tick progress on Save/Load and made the Extend stacking mode extend the duration as documented.

BSM
Completed Sep 14, 2026Changelog →
TASK-005high

BSM v1.2.0 — Reactions, Priorities & Resistance

Effect Interactions (Wet + Shock → Electrocuted), exclusive categories with priority, source tracking, instruction lists on the effect definition, apply chance and stat-based resistance, 9 new Visual Scripting nodes and the BSM_ReactionsScene example. Submitted to the Asset Store.

BSM
Completed Sep 14, 2026Documentation →
TASK-003high

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.

CPS
Completed Jul 12, 2026Changelog →
TASK-001high

Remove HuckHub from all module packages

Replace bundled HuckHub assemblies with per-module Documentation menu items to prevent assembly name conflicts.

BSMSWSPTBWASRelationship
Completed Apr 5, 2026
Designed Around the Genres We Love

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

Released

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

Released

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

Released

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

Released

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

Released

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

Released

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.

📖 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.