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description Game Creator 2 Core — characters, cameras, visual scripting, variables, audio, saving, and the foundation every GC2 module builds on.
icon laptop-code

Game Creator 2 Core

Game Creator 2 Core is the foundation module for the entire GC2 ecosystem. It provides the character controller, camera systems, visual scripting framework, variables, audio, save/load, input, UI helpers, and shared runtime utilities that every other official module extends.

If you own any GC2 extension (Inventory, Stats, Shooter, etc.), you already depend on Core. This space documents how Core works, how to wire it through visual scripting, and how to learn from demo content.

Official reference: Game Creator documentation


What Core is capable of

Characters

Characters are fully featured scene entities with navigation, animation states, gestures, inverse kinematics, footstep audio, ragdoll, interaction, combat primitives (poise, invincibility, targeting), and player/NPC switching. The Character component is the hub most gameplay modules attach to.

Cameras

The camera system uses Camera Shots — third-person, first-person, follow, lock-on, anchor, animation-driven shots, and more — switched through visual scripting or the main camera controller.

Visual Scripting

Core defines the visual scripting model used across all modules:

Component Role
Trigger Runs an Actions list when an Event fires
Actions Sequential Instructions (task-list style, not node graphs)
Conditions True/false checks for branching
Signal Emit or receive named signals between objects
Hotspot World UI interaction zones with Spots

Core ships the largest visual scripting catalog (~75 events, ~345 instructions, ~100 conditions) covering audio, cameras, characters, input, physics, storage, UI, variables, and more.

Variables

Four variable scopes power game state and save data:

  • Global Name and Global List — shared across scenes, persisted with save games
  • Local Name and Local List — scoped to a Game Object

Audio

Channel-based audio (Ambient, Music, SFX, Speech, UI) with volume groups, fades, snapshots, and mixer parameter control — all drivable from visual scripting.

Saving

Slot-based save/load with encryption and custom storage location hooks. Storage events (On Save, On Load, On Delete) integrate with Triggers.

Additional systems

Input (Unity Input System), object pooling, markers, sequences, math/text/geometry instructions, scene loading, tweens, and developer tooling (debug console, gizmos).


How Core is typically used

  1. Drop in a Character — use Game Creator prefabs or add a Character component to your player/NPC.
  2. Add a Camera — configure shots and a main camera controller.
  3. Wire gameplay with visual scripting — Triggers listen for events; Actions run instructions; Conditions branch logic.
  4. Track state with Variables — global for quest flags, local for per-object state.
  5. Persist progress — Save/Load instructions and Storage events.
  6. Extend with modules — Inventory, Dialogue, Stats, etc. plug into the same Character and visual scripting components.

Core favors readable task lists over spaghetti node graphs — each interaction stays organized in ordered instruction lists.


How this space is organized

Section Contents
Core Functionality Characters, cameras, variables, audio, saving, settings — systems beyond single VS nodes
GC2 Core Demos Demo packages and example scenes (Characters, Blockout, Examples)
Code Extension APIs, custom Instructions/Events/Conditions, integration patterns
Visual Scripting Priority reference — Triggers, Instructions, Conditions, Signals

Module synergy

Core alone handles movement, interaction, cameras, and general logic. Official modules extend Core without replacing it:

  • Stats adds RPG attributes to Characters
  • Inventory adds Bags and equipment
  • Dialogue and Quests drive narrative and objectives
  • Melee / Shooter add combat stances and weapons
  • Behavior runs AI graphs on any Game Object via Processor
  • Perception adds sight, hearing, smell, and awareness
  • Traversal adds parkour and obstacle navigation

Community docs for each module live in sibling spaces under the GC2 Community Documentation collection.


Getting started

{% hint style="info" %} This is community-maintained documentation synced from GitHub. For vendor support and licensing, use official Game Creator channels. {% endhint %}

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