Frequently Asked Questions
Is Game Creator 2 required?
Yes — GC2 Core, which itself requires Unity's Input System package. Everything else is optional.
Do I need GC2 Stats, Melee or Shooter?
No. A lightweight stat system ships inside the package — health, damage, healing, death events — so a hunter can hurt a hider on day one. The hunter's inspect is a raycast that needs only GC2 Core. If you already own Melee or Shooter, their hits feed straight in through the Hunter Inspect Target instruction, and moving to GC2 Stats is a one-instruction swap.
Does multiplayer actually work out of the box?
Yes. Install com.unity.netcode.gameobjects and the samples, then press Play in the menu scene: Host puts you in the arena as the hunter, Join from a second instance arrives as a prop player. Disguises, stats, rounds and whistles all replicate. It is direct-connect (LAN, VPN, port-forwarded) — relay, NAT traversal and matchmaking are not included, because they need per-project accounts no asset can ship for you.
What happens if I never install the Netcode package?
The multiplayer module is entirely absent — not disabled, not stubbed. It is compile-gated, so there are no errors and the core stays exactly the network-free asset it is without it.
Can I test multiplayer in a single editor?
No — networked behaviour needs two processes. Use two built players, or an editor-cloning tool such as ParrelSync, and join 127.0.0.1 from the second instance.
Is my character's collider resized when I transform?
No. Your character keeps its own collider at its own size, so the Game Creator motor keeps driving it exactly as before. The disguise adds two children: a visual clone whose colliders are triggers, and a separate PropHitbox carrying the solid shape hunters have to hit.
Does it add a Rigidbody to my character?
No, and it deliberately never will. GC2 characters are motor driven; a Rigidbody beside the motor either fights it every frame or is dead weight. Add one only if you also use the Physics Driver, which is the physics-based movement variant for non-Game-Creator rigs.
Where is the damage number configured?
On the Deal Damage instruction in your graph, not on the Hunter Settings asset. One number, one place: two editable copies of a value do not stay equal, and the one on screen is not necessarily the one that runs.
Why is my inspect rejected when the prop looks close enough?
Interaction Range is measured from the character's origin — at the feet — not from the camera. Aiming at something 3 m away but 1.5 m up costs about 3.35 m of the budget. Start at 6 rather than 3; a rejected inspect prints both numbers in a development build.
The hunter shoots the floor and loses health. Is that a bug?
No — it is the default. Switch on Wrong Guess Requires A Prop in the Hunter Settings asset and only a hit carrying a Prop World Object counts as a guess; scenery becomes a plain miss. It is off by default so no existing wiring changes behaviour on upgrade.
Should I put Prop Highlight on my hunter?
It does nothing useful there — it is the hider's targeting affordance, so they can confirm which prop they are about to become. It is safe if you add one anyway: a disguised player highlights exactly like the prop they imitate, so a room of glowing crates never contains one crate that gives itself away by not glowing.
Does anything survive a save?
No. All state is session-scoped by design, because the asset models a round-based game mode and a match in progress is not a thing that survives being put down for a week. What you probably want to save is your own content — save Prop Definition IDs and restore with Transform Into Prop (by ID).
Can a multi-part prop be a disguise?
Yes, as long as the pieces share a parent. Set Clone Root on the Prop World Object to that parent — a candle built as a cylinder plus a flame needs this, or only the part carrying the component is cloned.
Does the package ship art?
No meshes, textures, audio or fonts. The demo scenes use original models made for this package, so there is no third-party attribution to carry.
Can I use only part of it?
Yes — the four pillars are independent. Use the transform layer alone for shapeshifting, mounts or timed power-up forms. Keep the round and drop the hunter and you have prop escape. Turn the highlight off so everyone looks identical and you are running social deduction.
Is the source code included?
Yes, in full — runtime and editor, no DLLs. Seven assemblies: Common, Runtime, GC2, UI, Samples, Netcode and Editor.
Changelog
Current Version: 1.0.0
Version 1.0.0 — First public release
In review — pending Asset Store validation
- Prop disguise — clone a world prop onto a character, sized and placed from the prop's own geometry, with the detection surface reproduced from the prop's authored colliders
- Hunter gameplay — inspect by raycast or from a melee hit, correct and wrong guess events, reach and cooldown on a Hunter Settings asset, an aim-assist radius for prop geometry full of gaps, and an option to stop scenery counting as a guess
- Round system — prep and hunt phases, explicit registration, eliminations, win conditions, and a Round Settings asset holding the durations
- Stats — a lightweight Prop Stat Sheet with vital-stat depletion events and no dependency on the Game Creator Stats module
- Prop toys — lean, rotate, wiggle, a cooldown whistle heard within a radius, an eliminated appearance, and own-view hiding so you can see past your own disguise
- Optional multiplayer module built on Netcode for GameObjects: replicators for disguise, stats, round and whistle, an ownership bootstrap, owner-authoritative transform and animation, and a host/join session flow
- Player Spawn Point — role-keyed spawn markers with scatter, automatic placement of spawned players, and the Move To Spawn Point instruction for releasing hunters when the hunt begins
- The samples ship wired for multiplayer — prefabs, Network Manager, Host/Join menu and a networked scene, ready to play. Wiring your own character is a right-click: Transformation System ▸ Wire For Multiplayer
- 62 visual scripting nodes — 22 Instructions, 12 Conditions, 13 Events and 15 Property Getters, catalogued in a generated document that cannot drift from the code
- HUD components — round timer, health bar and whistle cooldown, each needing no assigned references in the common case
- A Setup window that audits the project and fixes what it finds with a button, including the two rows a package cannot deliver: the Netcode package and Build Settings registration
- Five sample scenes — a main menu, a basic hide-and-seek, a whistle scene, a hunter-POV scene and a networked match
- Full documented C# source, runtime and editor, no DLLs
Decisions a buyer inherits
- Nothing persists. All state is session-scoped, deliberately — see Core Concepts ▸ Persistence.
- The core contains no networking code. Multiplayer is an optional module that compiles only when Netcode for GameObjects is installed.
- Damage is authored where it is applied — on the Deal Damage instruction in your graph, not on the settings asset.
- Registration is explicit. A character joins a round through an instruction rather than automatically, so the step is visible in your graph.
- The asset never modifies the Game Creator character motor, and never adds a Rigidbody to your character.
- Node versions are independent of the package version — Game Creator compares them against the graphs saved in your project. Renames from 1.0.0 onward carry [MovedFrom], so your graphs survive them.
Roadmap
Under consideration for future updates:
- Relay / matchmaking integration guide (Unity Lobby & Relay, Steam) on top of the documented seam
- Optional persistence components for projects that do want a disguise to survive a scene change
- More sample scenes covering non-prop-hunt uses of the transform layer
- AI hunters reacting to whistles and movement
Support
This is a passion project — no 24/7 support, but I reply as quickly as I can.
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