
Key Features
Your Props, Not Ours
Point at anything in your level and become it — its real mesh, its real materials, at its real size. The whole GameObject is cloned, so scripts attached to the prop keep running while a player wears it.
Detection That Matches The Shape
Hunters hit the prop's own authored colliders, so a tree stays tree-shaped and a swing beside the trunk hits air. A computed box is the automatic fallback for props with no colliders.
Hiding Is A Game In Itself
Lean and rotate to line up with the row of identical chairs, wiggle as you walk, and fire a whistle on a cooldown. See past your own disguise while everyone else sees a barrel.
Hunters Can Be Wrong
Inspect by raycast or by melee hit. Aim assist forgives the gaps between table legs, and an option stops the floor counting as a guess. What a wrong guess costs is yours to author.
Multiplayer In The Box
One player hosts, the others join. Disguises, stats, rounds and whistles all replicate, and the networked sample scene arrives ready to play. Built on Netcode for GameObjects — and absent entirely if you never install it.
No Paid Modules Required
A lightweight stat system ships with the package — health, damage, healing, death events — so a hunter can hurt a hider on day one without GC2 Stats, Melee or Shooter.
62 Visual Scripting Nodes
22 Instructions, 12 Conditions, 13 Events and 15 Property Getters. Timers, counts and cooldowns drop straight into a Text — no arithmetic in your graphs.
Four Independent Pillars
Disguise, feedback, hunter and round each stand alone. Use the transform layer for shapeshifting or mounts, keep the round and drop the hunter for prop escape, or turn the highlight off and run social deduction.
Quick Overview
You walk into a room full of crates. One of them is a player. The hunter walks up to the wrong crate, swings, and loses health for it — while the real player quietly rolls two metres to the left.
That is the game, and the Transformation System is all of it: the disguise, the hunt, the round that ends, and the multiplayer that puts your friends in it. Every prop is a ScriptableObject paired with a real object in your scene, and every interaction is exposed as a Game Creator 2 Instruction, Condition, Event or Property.
System Architecture
+--------------------------------------------------------------+
| Prop Registry |
| (the master list - every lookup is by ID) |
+--------------------------------------------------------------+
| | |
+----------------+ +------------------+ +------------------+
| PropDefinition | | MovementProfile | | FX Profile |
| (SO Asset) | | (SO Asset) | | (SO Asset) |
| - Display name | | - Slide/Roll/ | | - Particles |
| - Stable ID | | Float/None | | - Sounds |
| - AllowCloning | | - Speed/Friction | | - Screen flash |
+-------+--------+ +------------------+ +------------------+
|
+-------+---------+ THE FOUR PILLARS
| PropWorldObject | (independent - use any combination)
| (in the scene) |
+-------+---------+
|
v
+--------------------+ +----------------+ +------------------+
| TransformController| | HunterInteract | | RoundSystem |
| on the hider | | on the hunter | | one per scene |
| - clones the prop | | - inspect ray | | Waiting -> Prep |
| - hides renderers | | - correct / | | -> Hunt -> End |
| - builds hitbox | | wrong guess | | - registration |
+--------------------+ +----------------+ | - eliminations |
| PropHighlight | | PropStatSheet | +------------------+
| TransformFX | | (health, HP) |
| PropCloneMotion | +----------------+
| PropWhistle |
+--------------------+
|
v optional, compile-gated on Netcode for GameObjects
+--------------------------------------------------------------+
| Replicators: Transform . Stats . Round . Whistle |
| Owner-authoritative movement, server-authoritative rounds |
+--------------------------------------------------------------+Introduction Video
Screenshots
The Four Pillars
Nothing here requires anything else here. Take the whole game mode, or take one layer and build something that is not prop hunt at all.
| Pillar | Component | What it does |
|---|---|---|
| Player disguise | Transform Controller | Clones a world prop onto the character and hides its renderers |
| Visual feedback | Prop Highlight · Transform FX | Highlights clonable props; plays particles and sound on transform |
| Hunter gameplay | Hunter Interaction | Inspect by raycast or melee hit, with correct and wrong guess events |
| Round management | Round System | Waiting → Prep → Hunt → End, with timers and win conditions |
Availability & Pricing
List price
€14.72
$15.99 USD · EUR incl. VAT
Launch sale
€13.25
−10% for the first two weeks
Release
Pending validation
Unity 6000.0+ · GC2 Core required
Euro figures follow Unity's own USD→EUR conversion including VAT; the price you see in the store depends on your region.
Quick Links
Installation →
Requirements, import order, the sample scenes and the Setup window.
Getting Started →
A hider, a hunter and a round in about ten minutes.
Core Concepts →
What a disguise actually builds, and why detection uses the prop’s own shape.
Components →
Every component and ScriptableObject, and which character it belongs on.
Visual Scripting →
The full catalog of 62 nodes with menu paths and versions.
Multiplayer →
The optional Netcode module: authority, setup, roles and damage flow.
Workflows →
Camera framing, whistles, the round loop, the lobby board.
Support →
FAQ, changelog and how to reach us.
Support
This is a passion project — no 24/7 support, but I reply as quickly as I can.
FAQ, Changelog & more →