Unity Assets
Professional, production-ready tools for Game Creator 2. Built by developers, for developers.
All Five 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 five Unity assets are now publicly available on the Unity Asset Store. What started as internal tooling for Epos of Ashes — a cooperative multiplayer survival game built on Game Creator 2 — has grown into a suite of standalone, production-ready systems designed to be genuinely useful beyond a single project.
- 🌳Progression Tree Builder
- 🌍World Activity System
- 🤝Relationship System
- ⚡Buff & Status Effect Manager
- 🌊Spawn & Wave 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.
Remove HuckHub from all module packages
Replace bundled HuckHub assemblies with per-module Documentation menu items to prevent assembly name conflicts.
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
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
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
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
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
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
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.
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.