Companion System

v2.0.0

Support

FAQ, Troubleshooting, Changelog, and Contact

Frequently Asked Questions

Is Game Creator 2 required?

Yes. CPS is a GC2 module and requires GC2 Core as a foundation.

Can I use CPS without coding?

Yes! All companion operations are accessible through GC2 visual scripting — Instructions, Conditions, and Events.

How many companions can be active?

Configurable via CompanionSettings. Default is 3. There is no hard cap, but performance depends on scene complexity.

Can different companions have different follow speeds?

Yes. Each CompanionDefinition can reference its own FollowProfile with unique speeds, radii, and stuck behavior.

Do companions save across scenes?

Yes. Add CompanionRemember to your CompanionManager. It uses GC2's Remember/Token system for persistence.

What happens if I remove GC2 Stats after enabling the Stats Bridge?

CPS automatically disables the bridge define on the next domain reload to prevent compile errors.

Can companions fight?

CPS manages following and state. Combat AI is implemented via GC2 State Machines on the companion prefab. Use the Commanded state to hand control to your combat logic.

Can I create custom formations?

Yes. Implement the IFormationSolver interface and assign it via CompanionBrain.FollowBehavior.SetFormationSolver().

Can I create custom idle actions?

Yes. Create a ScriptableObject extending IdleAction and add it to an IdleBehaviorProfile's ActionPool.

Why does my companion teleport frequently?

Check the FollowProfile: increase TeleportRadius if it's too small, or reduce the owner's movement speed. The StuckDetector may also trigger teleports — increase StuckTimeout if needed.

Do companions work on mobile?

Yes. CPS uses NavMesh pathfinding through GC2's Character Motion which works on all platforms.

Can companions visit interest points?

Yes. Place CompanionInterestPoint components in the scene and enable interest points in the IdleBehaviorProfile.

How do I change formation at runtime?

Use the Group Set Formation instruction or call CompanionManager.Instance.GroupSetFormation() from code.

Can I have a companion follow an NPC instead of the player?

Yes. Add CompanionOwnerAdapter to any GC2 Character and use Set Companion Follow Target to reassign ownership.

Troubleshooting

Companion does not move after summoning

Solution: Ensure the companion prefab has a GC2 Character component and a NavMeshAgent. Check that the CompanionMotor.IsReady flag is true in the Brain Inspector.

Companion stuck in teleport loop

Solution: Check FollowProfile radii: TeleportRadius should be much larger than OuterRadius. Also check that NavMesh coverage is complete in the area.

"Multiple CompanionSettings found" warning

Solution: Delete duplicate CompanionSettings assets. Only one should exist (usually in a Resources folder).

Bridge define active but scripts missing

Solution: The auto-validator should remove stale defines on domain reload. If not, manually remove the define from Player Settings > Scripting Define Symbols.

Companions overlap when stationary

Solution: Increase AvoidanceRadius in the FollowProfile. Ensure NavMeshAgent obstacle avoidance priority varies between companions.

Changelog

Current Version: 2.0.0

Version 1.0.0

Release Date: February 15, 2026

Core System

  • CompanionManager singleton with active/stored companion management
  • CompanionBrain state machine (Following, Idle, Waiting, Commanded, Recalled)
  • CompanionMotor GC2 Character Motion wrapper
  • CompanionOwnerAdapter for any GC2 Character
  • CompanionDefinition ScriptableObject for companion types
  • CompanionSettings project-wide defaults

Follow & Formation

  • FollowBehavior with three proximity tiers and hysteresis
  • StuckDetector with arrival tolerance and post-teleport grace
  • Line, V-Shape, and Circle formation solvers
  • Smoothed formation proxy to prevent path thrashing on turns
  • Teleport to formation position (not owner) for multi-companion stability

Commands & Idle

  • ScriptableObject-based command system with cooldowns
  • IdleBehavior with autonomous actions and interest point visits
  • OwnerAwarenessBehavior (LookAt, sprint detection)
  • CompanionGroupAwareness state broadcasting

GC2 Visual Scripting

  • 8 single-companion Instructions (Summon, Recall, State, Command, Teleport, Store, Retrieve, Follow Target)
  • 4 group Instructions (Group State, Group Command, Group Formation, Recall All)
  • 8 Conditions (Active, State, Command, Idle, Moving, POI, AnyState, Count)
  • 3 Events (Summoned, Recalled, StateChanged)
  • CompanionRemember for GC2 persistence

Bridges & Editor

  • Stats Bridge for companion needs (decay, thresholds, feeding)
  • Inventory Bridge for bag queries
  • Unified Settings Window with sidebar navigation
  • CompanionBrain custom inspector with color-coded runtime debug
  • Model Setup Window and UI Prefab Creator

Support

📧 support@c-huck.com📖 Documentation💬 Discord — coming soon

This is a passion project — no 24/7 support, but I reply as quickly as I can.

FAQ, Changelog & more →
Before contacting support: Please check the FAQ above and ensure you have the latest version installed.

Credits

Developed by:C-Huck Development
Built for:Game Creator 2
Documentation Version:2.0.0