Transformation System

v1.0.0

Installation

Requirements, import order, the five sample scenes and the Setup window.

Requirements

System Requirements

ComponentVersion
Unity VersionUnity 6 (6000.0 LTS) or newer
Game Creator 2Core (required)
Input SystemRequired (Game Creator 2 depends on it)
Netcode for GameObjectsOptional (enables the multiplayer module)
GC2 Melee / ShooterOptional (hunter hit bridges)
GC2 StatsOptional (a stat system ships with the package)
TextMeshProOptional (HUD components accept Text or TMP)
Only Game Creator 2 Core is required. A lightweight stat system ships inside the package, and the hunter's inspect is a raycast — so neither GC2 Stats, Melee nor Shooter is needed to play. If you own them, their hits feed straight in.

Installation Steps

Install the Netcode package before the samples. The sample prefabs carry multiplayer components, and a prefab opened and saved while its scripts are missing can lose them. If you skip this, a dialog offers to install the package once the samples arrive — take it before opening any of those prefabs.
  1. Import Game Creator 2 Core

    From the Asset Store or Package Manager. Open it once so it finishes its own setup. GC2 pulls in Unity's Input System, which this package also relies on.

  2. Optional — install Netcode for GameObjects

    Package Manager → Install by name → com.unity.netcode.gameobjects. The multiplayer module compiles the moment it is present, and is entirely absent otherwise — no errors, no stubs.

  3. Import the Transformation System

    It installs to Assets/Plugins/TransformationSystem/

  4. Wait for compilation

    Seven assemblies compile: Common, Runtime, GC2, UI, Samples, Netcode and Editor. Netcode is skipped when the package is not installed.

  5. Install the samples

    Through Game Creator's own install window, so your project stays clean unless you want the examples.

  6. Open the Setup window and clear any red row

    Window → Transformation System → Setup

Package Structure

Assets/Plugins/TransformationSystem/
├── Common/          Shared constants and project paths
├── Runtime/
│   ├── Core/        Transform Controller, World Object, Highlight, FX
│   ├── Data/        Definitions, registry, profiles and settings assets
│   ├── Hunter/      Hunter Interaction and the UnityEvent penalty bridge
│   ├── Round/       Round System and its state machine
│   ├── Stats/       Prop Stat Sheet, stat types, vital depletion
│   ├── UI/          Round timer, health bar, whistle cooldown
│   ├── Utilities/   Clone motion, whistle, physics driver, spawn points
│   ├── GC2/         Instructions, Conditions, Events, Property Getters
│   └── Netcode/     Optional multiplayer module (compile-gated)
├── Editor/          Setup window, inspectors, node catalog generator
├── Samples/         Lobby board UI, scene bootstrap, screen loader
├── Examples/        The five sample scenes, via the GC2 installer
└── Docs/            Ten markdown documents, incl. the generated node catalog
No art ships with the package. There are no meshes, textures, audio clips or fonts in it. The demo scenes use original models made for this package, so there is no third-party attribution to carry.

Sample Scenes

Five scenes install through the Game Creator install window. They contain no custom scripts beyond the sample UI — every behaviour you see is authored with the nodes documented here.

SceneWhat it shows
0_Main_MenuHost / Join menu with the Network Manager and the scene loader. Start here for multiplayer.
1_BasicA room of props, one hider, transform and revert on a key. The smallest complete loop.
2_WhistleAdds the whistle: a cooldown, a positional sound and a hunter reacting to it.
3_PlayHunterHunter POV — crosshair, inspect, correct and wrong guesses with damage wired.
4_NetworkingA full networked match: prefabs, replicators, spawn points and role visibility, ready to play.
The sample scenes: HUD with round phase and timer, health bars, and a networked match with separate spawn points
Every scene the session can load must be in Build Settings. A scene missing there fails to load for joining clients. That is project settings rather than assets, so no package can deliver it — the Setup window checks it and fixes it in one click.

Setup Window

Window → Transformation System → Setup audits the project and fixes what it can with a button. Each row is phrased as the thing that should be true, so a green board reads as a checklist you have passed.

The rows come in two kinds, which the window says at the top: project rows are true wherever you are; scene rows judge the scene that is open right now, and change when you open another.

This project

  • A Prop Registry exists — with a one-click create if it does not
  • Every Prop Definition is in a registry — a definition nothing lists can never be looked up by ID
  • No two props share an ID — a copy-pasted definition cannot silently shadow the original
  • No empty slots in the registry — a deleted definition leaves a null entry behind
  • A Hunter Settings asset exists · A Round Settings asset exists
  • Multiplayer: Netcode for GameObjects — whether the package is installed, and therefore whether the module is compiled in
  • Sample scenes are in Build Settings — the one row a fresh project usually shows red

This scene

  • The open scene has props to hide as — counts Prop World Objects in the loaded scene
  • Hunters cannot see through walls — names the layers that carry solid colliders but sit outside the interaction mask
The Transformation System Setup window beside the Game Creator install window, every row green
In a fresh project with the samples installed, exactly one row is normally red: the scenes are not registered in Build Settings. One click fixes it. A menu scene showing no scene rows is correct rather than broken — there is nothing from the Transformation System in it to check.

Verify Installation

  • Window → Transformation System → Setup opens the audit window
  • Create → Transformation System → Prop Definition appears in the Project window context menu
  • Add Component → Transformation System lists Transform Controller, Prop World Object, Hunter Interaction and Round System
  • A GC2 Actions component finds the Transformation System category in the node picker
  • The 1_Basic scene plays: looking at a crate highlights it, and the transform key makes you one
A node does not appear in the picker? The category is Transformation System/… — search the node's title rather than browsing the tree.